Savage Fallout in the Upper Midwest. (Inactive)

Game Master nilesr

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3rd Week April 2157


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Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"Hmph. You're too kind, Fen.." Nevertheless, Vulture slowly starts to lower his weapons to his belt, but keeps hands within easy reach. His eyes narrow at Jack's comment about 'gunning them down', and he mutters under his breath. Try raising your weapon outser, I'll put four holes in you before you pull the trigger. Damnit Fen, I hope you are right about this. Hey, waitaminute, did he say..? "The Vault? Brahmin $hit! That thing is sealed shut. Even the Whiteys can't get into that thing!"

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Sry. I was totes gonna post last night, but, as they say: He who fights monster beware you do not become a monster. And he who puts little kids to bed, take care you do not also get put to bed. =)

As soon as the big axe hits the ground, Jess doesn't even wait for the other tribal to put his guns down and does a full sprint toward the wounded figure. Whipping her heal kit out at a run, she all but slides next to the figure, her knees hitting the ground hard as she crouches down next to him.

"Broken fool girl WAIT!" shouts Jack as he's hot on her heels. Together they look over the figure struggling for their last breaths.

Heal check Jess: 1d6 ⇒ 3

It looks like we've got a strong pulse, but arterial bleeding close to the heart...?" she says, her mind still a whir at almost being gunned down by random Surfacers so quickly after leaving the vault. Her hands are still shaking with adrenaline. Was she ready to shoot that man? That axe looked well used....

Heal check Jack: 1d8 ⇒ 7
wILd Heal check Jack: 1d6 ⇒ 1

"No, that's just blood spurting from a sucking chest wound, and the heart beat is tachycardia from low BP. Unwrap that bandage then hand me the plastic. We need to reestablish the structural integrity of the thoracic cavity," says Jack. After he ran out of technical books to read, he had no choice but to read the dusty tomes on muskuloskeltal anatomy. Of course they were next to some army manuals on field-practical first aid.

Fun fact: I was assigned to an Army hospital for a number a years. Then I got a degree in Kinesiology and was a personal trainer for a bit. ^_^

Ian sees Jack and Jessica dart off and senses the tension leak out of the situation. He sheaths his knife and approaches the two surfacers, hand extended for shaking. "Hi there, friends. Name's Ian Wilson, and you heard true. We're from the Iron Shelter. The wizards of smart deemed the outside safe to tread on, so a while ago we sent out a small excursion south. They were supposed to radio back after only a day, but they missed that. So I'suppose you could call us a rescue party. I picked up a trail just outside the Shelter and we've been following that for 'bout a day. There are signs of scuffle not too far away and the tracks lead us here. If'n these are your folk, well I'm, powerful sorry 'bout that, but if you could help us find us an' ours, well, I'm sure the Council would find some way to make it worth your while."

In truth, Ian had no clue how the Representatives would react to meeting Surfacers, but he'd promise the sun and the moon to find his brother alive. And anyway, it never hurts to make friends with the neighbors, right?


Encounter Map

Unfortunately Jess is too late to save the first tribal, who expired while the Vault Dwellers were being held up by Vulture. However, Jess works swiftly 11d8 ⇒ (4, 1, 3, 8, 8, 1, 2, 7, 6, 4, 3) = 47 and manages to stabilize nine of the dozen or so casualties.

Of those nine, 9d8 ⇒ (5, 1, 2, 2, 8, 1, 6, 5, 4) = 34 seven of them look like they will make it with basic care over the next few days. The other two are less likely to survive as their wounds are great.

So, of the twelve downed Axe Tribals, Jess manages to revive 8d8 ⇒ (8, 3, 1, 5, 4, 2, 6, 1) = 30 two of them to consciousness.

Recap. 12 downed. 3 are outright dead, 9 are incapacitated. Of the 9 Seven look like they might make full recoveries while two are on the fence. Two of the Axe Tribe were brought to consciousness.

The survivors say that the band was attacked in the dead of night, their was no one on watch because the Axe Tribe hasn't been attacked by Raiders in years. Most of the men were overwhelmed quickly but a few fought back, the attackers must have taken their wounded or dead with them. Curiously, only men are present as casualties...all of the woman and children are missing. The survivors point at the Vault Dweller's clothing and mention that the Vault Dwellers were with the band when it was attacked. They had been welcomed the previous evening and swapped gifts with Elder Freya.

Survival+2:
There are clear tracks of a large party heading South. It is an easy trail to follow, in fact it looks as though someone is making it very obvious...perhaps some Axe Tribal is marking the trail?


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Vulture immediately calms down with so many of his compatriots being saved. "I'm sorry I drew on you. Given the circumstances, and all, I think you can understand how I'd be on edge. Seems whoever attacked our people attacked yours, as well."

Survival: 1d4 + 2 ⇒ (4) + 2 = 6
Ace: 1d4 ⇒ 2= Total 8 = Raise
Wild: 1d6 + 2 ⇒ (2) + 2 = 4

"I found a set of tracks. They took the women and children, and I'll be damned if they're gonna keep them. Outser, I thank you for healing our people with yours, and I wish I could offer you some payment, but time may be of the essence with hunting these down. If you care at all for vengeance of your fallen, you are welcome to join us."


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand crouches by and stays with Jack and Jessica as they tend the wounded. He's clearly overwhelmed by the terminology and the pace at which they work. "I thought Thor was lightning, not acid," he mutters at one point, scratching his chin. "But you outsers are pretty good at this."

When Vulture points out the tracks, though, Brand's friendly and worried expression disappears, and he grabs his axe. "Yeah. Outsers, I'm glad you saved our people. We owe you big-times. But now we gotta get our ladies and kids back, yeah? Seems to me like we all wanna find out what happened here. And maybe take some scalps from the ones who did it."

Assuming the scalp comment draws strange or horrified looks from the Vault dwellers, Brand grins and winks. "Just kidding. We don't do that. Gotta go west to find scalpers."

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

As the last of the wounded are stabilized, Jack takes Jessica aside.

"Hey, you show a lot of promise with the, um, with healing people, an' stuff. I, uh, I want you to have this." Jack takes his Doctor's outfit out of his pack. "It, um, it's supposed to be worn by people who are skilled in, um, that is to say--WHUGHF" His sentence is cut off as Jessica's eyes light up at the pure-white coat. "I love it!" she says as she lunges at Jack, cocooning him in a tight hug.

As the hug stretches on more than a nano second, Jack seems to stop resisting and slowly accepts it. He realizes that he's been so focused on getting out the vault so he could have a family that he doesn't -actually- have a plan beyond that. Although, after a moment, it dawns on him that girls -might- have an intricate role to play in that. Not unlike a U-236 space modulator articulating with a knutenvalve drive-cog.

"Mind if I try it on?" she says, smiling, finally breaking the hug and slipping on the outfit. Jack can only nod as he's certain that the white coat couldn't have looked -that- good on him.

Ian simply tries not to look in their direction, and instead answers the two surfacer warriors. "Ab-so-friggin'-lutely. We're only out here for one reason an' until we found our folk, we got no call t' get distracted. Um..." he pauses, as if embarrassed to bring something up. "We, uh, we sent all our good stuff with the first group, an' all I got is this knife. If your people might have sumpin' what can help us put them what took 'em in imminent danger, well I'd be powerful thankful. Do, uh, do you think they'd mind? Like, you wouldn't happen to have another Browning, or even another big axe, would'ja?"

Ian looks around briefly, not wanting to cause any more delay, but wishing he could find something in the tiny village more than a knife to take in to battle.


Encounter Map

There are lots of Axes lying around.

Jess says These men won't do well without round the clock care. I should stay with them if you want them to have the best shot at survival.


Encounter Map

I'm kinda waiting on Jack/Vulture/Brand to take some actions. Sorry Roland, we are getting there!


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Sorry, I thought it was implied I'm going after the tracks

Vulture pulls his guns from his belt and narrows his eyes. "Well, lets get this show on the road. Those raiders aren't going to kill themselves."

He nods to his brother, and raises an eyebrow at Jack. "Yeah, not gonna happen, taking one of these. Grab an axe. I hope you know how to wield that. The sharp end gets swung at the target." He smirks and starts to follow the trail.


Encounter Map

Rule of 2, and I'd need to know if Jess will be staying behind or not.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Whoops! crap. Sorry, it looks like I got those two mixed up at one point. Jess is certainly the one with Healing, so that would make her Skill2. Ian does not have healing, so that would make him Skill1, and the only one of the 2 that has guns.

As Jess asserts her insistence that she stay, the three Sheltered converge into a small huddle, each nursing their own worries.
"You mean it, eh?" says Jack. He knows the answer, but wants to be sure. His emotions are in turmoil, having only just discovered that he wants her to be close, but realizing that it's best to look after some of their new friends. And this way she's far from danger...in theory.

"Yeah," she replies. She's scared. She'll be utterly alone in the new world, but this just feels right. And a village this close to the Vault should be built. It'll help with trade...later. "Hey, Ian, you should have this," she says, smiling, trying to put a good face on it, taking off her gun belt and backpack giving it to him, keeping only some food for herself. "I can't use the gun anyhow, and if'n we're attacked by a horde of reavers, I don't think it'll do much good. Besides, there are all the axes around, right?" She picks up an axe. The big weapon looks comical held by her small frame.

Ian straps on the gun. He considers offering his knife in exchange, but the words sound hollow in his head. He keeps his peace, anxious to get going.

"Alright," says Jack at last. "Be seeing you..."

As Jack starts to turn, Jess darts forward and kisses his cheek, "Jack, I--oh drek," her attention is diverted as one of the wounded moans in pain, and she rushes over.

Jack picks up an axe, gives it a heft. "Shall we?" he asks Ian.

Ian nods, a wry smile on his face. "We shall!"

The two young men turn and join the Surfacers. "Our party is gathered. Venture forth!"


Encounter Map

Perfect, thank you.

Jack, Vulture, Brand and Ian head south following the obvious trail. Brand and Vulture recognize very quickly that the band of Raiders headed for the Old Highway 169. It's the fairly well traveled road that leads to Wright Town, which is south of the Santlose Band's established realm.

Roland of Wright Town

You, the Savage Bro's and the five nervous Wright Militiamen follow the caravan scat for several dozen miles along the Old Highway until Duke Savage nods his head forward and says What the f+!$? Guns out people and he begins scanning the nearby trees. He's pointed at something he saw up ahead.

Notice+1:
The corpse of a dead Brahmin lies near the highway some yards ahead and to the left.

Raise:
It's riddled with Bullet holes.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

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

"Looks like a dead Brahmin. That one of our pack animals?"

Roland moves in for a closer look.


Encounter Map

Remember, you can control the actions of all those extras too. But for now I'll go ahead and do it. Also, have we decided if horses are a thing? Or is everyone riding around on Brahmin? Maybe 2 headed mutant horses are a thing...

Roland spurs his quadripedal animal forward and a grisly scene comes into view. Four bodies in various states of decay lay pulled into the shrubs near the road, two wagons lay wrecked and the brahmin pulling them are filled with holes.

Loh Savage pulls up next to Roland and says Someone f&%@ed them up. Better check out see if we can find something point us to who did this. he motions three of the Wright Militia to back him up as he moves to one of the Wrecked Wagons.

What's tha.. is all one of the wright militiamen has to say before

BOOM

3d6 + 1 ⇒ (5, 2, 5) + 1 = 13 Loh Savage is hurled backwards, broken and bloody.
3d6 + 1 ⇒ (6, 6, 3) + 1 = 16 WMM1 is blasted apart by the hidden mine.
3d6 + 1 ⇒ (1, 3, 5) + 1 = 10 WMM2 is blasted apart by the hidden mine.
3d6 + 1 ⇒ (4, 1, 2) + 1 = 8 WMM3 is hurled away from the blast and is only shaken!

There's movement in nearby trees...

Roland make a Notice Check for yourself and the remaining Extras (3 Militiamen and 1 Savage Brother) on a success you will be dealt normal initiative.

Jack, Vulture, Brand and Ian

You head south for nearly half a day, following a very easy trail. Suddenly you hear BOOM up ahead, you guess about 100 yards or so. Go ahead and make Notice rolls at -1


Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

There's no official answer. I put some horses that developed sharp teeth, got a bit leaner, and developed a taste for flesh in Florida, but there's no canon. So far none have been shown in any videogames.


Encounter Map

Ok, one headed two tailed horses are a thing! Make it so!


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Vulture stops short at the sound. "By Bunyan, what was that?!

Notice: 1d6 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (2) - 1 = 1

Meh, someone else will notice. At least I didn't snakeyes.


Encounter Map

Literally no reason for me to wait on Roland when I can make all the rolls for him, just holding things up. Silly GM, get your act together.

Roland Notice: 1d8 ⇒ 2 Wild: 1d6 ⇒ 3
SavageBro: 1d8 ⇒ 1
WrightMM: 1d6 ⇒ 5 Grouping them together for sanity

Eh, sorry Roland. Using This site to generate cards

Initiative
Raiders 9 Diamonds
WrightMM 6 Hearts

Suddenly gunfire erupts from the nearby trees, someone has sprung a trap!

Raider1VWMM4: 1d6 + 2 ⇒ (2) + 2 = 4 (Aimed) 2d6 ⇒ (3, 6) = 9 the militiaman is shaken
Raider2VWMM4: 1d6 + 2 ⇒ (6) + 2 = 81d6 ⇒ 5 3d6 ⇒ (3, 5, 4) = 12 the Militiaman goes down in a heap.
Raider3VWMM5: 1d6 + 2 - 2 ⇒ (2) + 2 - 2 = 2 miss Cover
Raider4VWMM3: 1d6 + 2 ⇒ (4) + 2 = 6 2d6 ⇒ (6, 4) = 10 the militaman goes down in a heap.
Raider5VSBRO: 1d6 + 2 - 4 ⇒ (1) + 2 - 4 = -1 the pullet pings off the caravan
Raider6VRoland: 1d6 + 2 ⇒ (5) + 2 = 7 2d6 ⇒ (4, 6) = 10 Roland is Shaken, I think. Roland please put your derived stats in your profile line to make things easy on me

So, the remaining Wright Militiaman can go and then IF Vulture, Brand, Ian or Jack get notice they can be in on initiative.

New Initiative
Raiders 9 Hearts
Roland 2 hearts
Savage Brother Queen Spades
Wright Militia 10 Clubs
Jack 3 hearts
Ian Queen Diamonds
Brand 9 diamonds

So, the order is thus

Wright Militiaman
New Initiative
Savage Brother
Ian (if he makes notice)
Wright Militiaman again
Raiders
Brand (if he makes notice)
Jack (if he makes notice)
Roland

Map is up and in my profile under Savage Fallout, Map is viewable, just either describe your movement or use the coordinates to let me know if your character moves. Otherwise the characters marked with a red x are down. The Raiders are big R's with numbers indicating which one 1-6. They are partially hidden in trees so cover may apply, any tree on the map obscures line of sight enough to provide cover.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

=/ You could have at least waited an hour for me to post. I have a +1 Notice from my hat, which makes the Wild a 4, usually a success. Does that change anything?


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand leads the group as they follow down the trail, sometimes letting Vulture take the lead. But it's clear that he's moving with purpose, hell-bent on finding the apparent raiders and putting them to the chopping block.

Notice: 1d6 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Wild: 1d6 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Can't access the map at the moment, hope to do so when I get home.

Brand lifts his axe as he sees the enemies further up the trail and lets out a whooping war cry, charging forward.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Finally able to see the map. We're a long ways off, looks like, so Brand is just gonna hoof it forward with a Run.
Running: 1d6 ⇒ 6 G&% d$#n, would it be great if Running dice could Ace, even once.
In any case, I think that with his normal Pace can get Brand to I-14, within range of running up and axing the Raider near there next round.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack Notice: 1d4 + 1 ⇒ (4) + 1 = 5
Jack WILD, wild Notice: 1d6 + 1 ⇒ (2) + 1 = 3

Ian Notice: 1d6 ⇒ 5

Both Sheltered whistle through their teeth a little bit at seeing the ambush unfold.

"Oh, they're hosed, Jack."
"Yup. Sure looks that way Ian."
"We probably gotta go into that, Jack."
"Yup, Ian."
"Alright. An' a shiny cap says I get a kill fiiiirst...."

Ian takes off like a shot, darting into the underbrush...

Run: 1d6 ⇒ 6

...he seems to be infused with the spirit of a white wolf as he dashes around, trying to circle the flank, dropping prone at the end of his run at T7.


Encounter Map

Sorry Roland, put all that in your profile for next time. Also, you were supposed to play the Wright extras. But since this is basically my only time to update the thread today, I'll bot them again.

Wright Militiaman looks around and returns fire against a RaiderR1 1d6 - 2 ⇒ (2) - 2 = 0 he then moves behind some cover.
New Initiative
Savage Brother Duke shouts M$$@@@!%!#%*s! and returns fire 1d8 - 2 ⇒ (1) - 2 = -1 the bullet careens harmlessly off a tree. Duke, a veteran of several small skirmishes gets behind some cover.
Ian notices the combat up ahead, not knowing who is fighting whom he charges ahead.
Wright Militiaman fires his .32 pistol again 1d6 - 2 ⇒ (5) - 2 = 3 missing.
Raiders have shoddy pipe rifles so spend their turn reloading.
Brand charges forward, he notices a heavily pierced individual reloading a pipe rifle and sneering. A notice check indicates you spot a strange sigul on the guy's clothing, that of a Green Tractor with a Yellow Background
Jack hangs back, not wanting to expose himself.
Roland

New Inititive
Raiders 4 clubs
Roland Ace of Spades!
Savage Brother 5 Clubs
Wright Militia 6 spades
Jack Ace Diamonds
Ian 2 Diamonds
Brand 5 diamonds
Vulture 8 hearts

So, here is the new order of events

Roland
New Initiative Begins here
Roland again
Jack
Vulture
Wright Militiaman
Brand
Savage Brother Duke
Raiders
Ian

Map is up and in my profile under Savage Fallout, Map is viewable, just either describe your movement or use the coordinates to let me know if your character moves. Otherwise the characters marked with a red x are down. The Raiders are big R's with numbers indicating which one 1-6. They are partially hidden in trees so cover may apply, any tree on the map obscures line of sight enough to provide cover.

Roland you can roll and play for the Wright Town extras


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"Oh, okay, so we're doing this then, alright."

Run: 1d6 ⇒ 1
Vulture hustles to keep up with the rest, but he just hasn't got the speed of his brother, since he was caught off guard.
I can see the overworld map but not the battle map

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Sorry, I thought that since my initiative was after the Raiders, you wouldn't want me to post my action until after they went. I would've just ran (1d6 ⇒ 4) to try and keep up with Ian. Can I do that now? And for future reference, do you want us to post our action immediately, regardless of if we go before or after you? (That seems like it might be confusing, but if that's how you roll, then that's how you roll. =))


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Whoops yeah jack post actions for last round too

-Posted with Wayfinder


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

BTW this training sucks

-Posted with Wayfinder


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10
GM Niles wrote:
Sorry Roland, put all that in your profile for next time. Also, you were supposed to play the Wright extras. But since this is basically my only time to update the thread today, I'll bot them again.

It is on my profile, it just wasn't on my bar. I didn't want to go for the Wright men unless my Notice changed something in the Initiative order or events that happened. The Raiders not having The Drop if they had it would have been a huge difference.

Round 1:

Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 5

Roland breaks free of his stupor, ducks behind cover, and returns fire on the Raiders. Aiming at the one to the left-diagonal from me, inside the tree. Tried to move my token but I can't, I want to be behind the shrubbery near me.

Guns: 1d8 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 3

Which is a hit even with Cover I believe, unless it's more than -2.

Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4

Next turn Roland nestles himself into a better vantage point and fires again.

Guns: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4

Edit: And forgot Notice.

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

But misses.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Notice: 1d6 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 + 1 ⇒ (5) + 1 = 6
Brand notices the emblem on the raider's clothes, but he doesn't think much of it as he brings his axe up and around. "Hey-ho, iron, AWAY!" he calls, slamming the weapon down at the (perhaps) unwitting rifleman.

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1
His foot catches on a branch, though, and he stumbles forward, the axe planting into the ground by the man. "Uh, oops." He grins at the raider, then smashes his forehead forward, headbutting the man in the face. I'm not sure if you can declare a second action after the first in Savage Worlds, if the first didn't work; it would retroactively apply the -2 penalty, I guess, but that doesn't matter much in this case. I guess what I'm saying is that if this isn't actually a legal move, rules-wise, then ignore it, but if I can declare a second attack (using a different weapon, obviously), then I'm making an unarmed Wild Attack.

Wild Fighting: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8 Ace: 1d8 ⇒ 8 Ace: 1d8 ⇒ 5 Total of 21 on the attack roll. I hope this is allowed, because that's definitely a Raise...
Wild: 1d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Damage: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10 Ace: 1d6 ⇒ 4 Total of 14.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack runs to keep up with Ian. Quickly looking around, he haphazardly judges the range to the nearest shooter he can see, and drops down when he thinks he's close enough, grabbing some cover and trying to get a shot in later.

1st round: ran 10 to P8. This round, run: 1d6 ⇒ 1 makes it to U11, and drops prone.

Ian looks at the unfolding violence. The big native hurled an axe at the surrounding shooters. That must mean they've either friends or kin with the surrounded guys. And they wouldn't last long without some intervention.

Ian looks toward the nearest ambushers, but he's no crack shot, and the range is pretty far for just his pistol. He pops up and runs: 1d6 ⇒ 4 a bit closer, dropping prone again.
Drops prone at Z11


Encounter Map

Raiders are Parry 5, Toughness 6(1)

Jack runs toward the action.
Roland ducks behind some cover and shoots his rifle, unfortunately the bullet doesn't do much damage. Toughness of 6 (1armor)
New Initiative Begins here
Roland again fires, but this time the trees prevent him from making an effective sniper.
Jack runs again and drops prone.
Vulture hustles to catch up, but he is far behind can you see the map now?
Wright Militiaman fires his pistol wildly 1d6 - 2 ⇒ (6) - 2 = 4Raise: 1d6 ⇒ 1 2d6 ⇒ (1, 6) = 7 Shaking Raider 1 as the bullet grazes his arm.
Brand rushes up to an unsuspecting Raider, he swings his axe and misses and then headbutts the man into unconsciousness. I have no idea if it was legal, but it was cool.
Savage Brother Duke takes aim at a Raider from behind Cover Aiming+2 to next ranged attack
Raiders
R1 [shaken] attempts to recover. 1d6 ⇒ 1 but doesn't. Instead he begins moving away from combat, not wanting to die.
R2 fires his pipe rifle at the Savage Brother Duke 1d6 - 2 ⇒ (3) - 2 = 1 Duke smiles and aims his gun right back.
R3 notices the newcomer Brand and fires at him 1d6 - 2 ⇒ (4) - 2 = 2 the bullet whizzes by Brand's head.
R4 also fires his rifle at Brand 1d6 ⇒ 3 Brand ducks as another bullet whrrrrs past his ear.
R5 is unconscious on the ground.
R6 fires at Roland 1d6 - 2 ⇒ (4) - 2 = 2 missing.
The raiders (except the shaken one and the unconscious one) all drop their useless rifles and pull machetes and rebar warhammers out.
Ian rushes forward and drops prone.

New Initiative begins now
New Inititive
Raiders 2 diamonds the poor bastards
Roland 4 clubs
Savage Brother Jack of Hearts
Wright Militia 3 Clubs
Jack 8 Diamonds
Ian 7 Hearts
Brand 8 Spades
Vulture 9 Spades

Round 3
Savage Brother Duke
Vulture
Brand
Jack
Ian
Wright Militia
Roland
Raiders

Okay, I'm getting the hang of this combat thing in Savage Worlds, its not so complicated. Cover is a beast though...makes ranged combat very much difficult.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Keep forgetting the Wright men are under my control. Not a big fan of controlling NPCs as a player, since I ALWAYS forget them. Have to stay away from Summoners and other minion master types. =) I'm assuming neither Duke nor the Militiamen are Wild Cards.

Duke fires a well-aimed shot at Raider 6.

Guns: 1d8 ⇒ 7

Damage+Raise: 2d8 + 1 ⇒ (2, 1) + 1 = 4

But the shot plinks off the raider's armor.

The militiaman follows suit with his pistol.

Guns: 1d6 - 2 ⇒ (5) - 2 = 3

And misses horribly.

Roland follows up with a third shot.

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

And a hit! Barely.

Damage: 2d4 + 1 ⇒ (4, 1) + 1 = 6
Ace: 1d4 ⇒ 2

"G@& d+!n piece of s+*$ rifle!" Roland shouts.

"Sally's gonna hear words from me about how shoddy the equipment they send me out with is. That bullet barely went in!"

But the Raider is Shaken I think.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack lines up a bead on Raider #4, and looses a crimson line of hot laser at the man's torso.

to hit with a LASER at cover: 1d6 - 2 ⇒ (1) - 2 = -1
WiiiLD to hit with a LASER at cover: 1d6 - 2 ⇒ (5) - 2 = 3

no no no no NO NO NO I refuse for this character to be useless in his first f&&+ing combat!!! bennie spent

re-roll for LASER at cover: 1d6 - 2 ⇒ (2) - 2 = 0
WiiiiLD re-roll with LASER at cover: 1d6 - 2 ⇒ (6) - 2 = 4
wild ACE with LASER: 1d6 ⇒ 5 = 9, hit w/raise

damage with LASER w/ raise: 3d6 ⇒ (2, 3, 4) = 9

The beam scores a palpable hit, but not a killing blow.

Ian lines up a shot at Raider #3

guns: 1d4 ⇒ 1

...and seems to have a malfunction of some sort. He declares "Oh RACK this!" and stands up, drawing his axe.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand reels for a moment after the headbutt. "Oof." He shakes his vision clear, though, and grins at the unconscious form on the ground. Guess my thick skull's good for something. Shows you, Vulture! With another hoot, he wrenches his axe up and keeps up his charge, rushing ever southwards. (Or downwards, whatever way is down on the map. Also, not sure if the rocky pattern I'd want to cross is anything in particular, like cover or some such I'd need to climb over, so if rolls are needed I can make those. As is, I'm gonna run for J-27 and attack that Raider.)

Running: 1d6 ⇒ 1

Leaping forward, Brand attacks again, throwing his all into the swing.

Wild Attack: 1d8 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Wild Die: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Ace: 1d6 ⇒ 1 Total of 7, Success.
Damage: 2d8 + 2 ⇒ (8, 6) + 2 = 16 Ace: 1d8 ⇒ 7 Uh, that's 23. Guessing a head goes flying.


Encounter Map

That grey area was meant to indicate a rocky outcrop of some sort, but its just for decoration. Also, vulture gets to go, but I'm sure he'll just be running this round.
Round 3
Savage Brother Duke lines up a shot, but fails to cause harm to the Raider bastards
Vulture
Brand runs down and hacks a Raider from stem to stern.
Jack fires his laser pistol and it burns into the raider who screams in pain.
Ian bangs off a shot, but misses and stands.
Wright Militia fires wildly with his pistol, but misses.
Roland 6 is down, but lets say you shot at 2 puts a well aimed bullet into a raider who clutches at his wounded arm.
Raiders
R1 [shaken] Spirit: 1d6 ⇒ 4 runs back into the fight Run: 1d6 ⇒ 5
R2 [shaken] Spirit: 1d6 ⇒ 6 recovers and runs Run: 1d6 ⇒ 6 toward the caravan screaming holding his machete high!
R3 turns and runs toward Ian Run: 1d6 ⇒ 3, he tries to Mash Ian into a pulp with a rebar warhammer fighting: 1d6 ⇒ 6Ace: 1d6 ⇒ 3 Damage: 1d6 + 1d6 ⇒ (2) + (4) = 6 I think Ian is shaken?
R4 [shaken] Spirit: 1d6 ⇒ 2 falls prone holding his limp arm.
R5 is unconscious on the ground.
R6 is hacked apart in pieces.

New Initiative
Raiders Jack Spades
Roland 3 Hearts
Savage Brother 3 Clubs
Wright Militia 7 Diamonds
Jack 8 Clubs
Ian 6 Clubs
Brand 7 Spades
Vulture 6 Diamonds

So, we have

Vulture
New Initiative
Raiders
R1 runs towards the Militiaman Run: 1d6 ⇒ 4 and hacks at him with a machete Fighting: 1d6 ⇒ 4 but he just carves wood chips.
R2 get close to the Savage Brother and swings a machete 1d6 ⇒ 3 missing
R3 tries to Brain Ian 1d6 ⇒ 4but fails
R4 [shaken] 1d6 ⇒ 4 stands up and grabs his weapons.
R5 is unconscious on the ground.
R6 is hacked apart in pieces.
Jack
Brand
Wright Militia
Vulture
Ian
Roland
Savage Bro

Ok, Vulture you get last round AND this round. Make this one count guys


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Okay, assuming R stands for Raider.

(turn 1) Vulture moves east (5 squares and 1 square SE) to get a clear view and takes a shot with each gun at a raider (R4)

guns: 1d8 ⇒ 1 Fortunately there is no adjacent target.
wild: 1d6 ⇒ 3

guns: 1d8 ⇒ 6
wild: 1d6 ⇒ 4

Damage with AP1: 2d6 + 1 ⇒ (2, 5) + 1 = 8

(turn 2) He then moves as close as he can without running to R2 before popping him with both guns and dropping prone to avoid retribution.

guns: 1d8 ⇒ 8 Already a raise without acing
wild: 1d6 ⇒ 4
Damage with AP1: 3d6 + 1 ⇒ (3, 4, 2) + 1 = 10

guns: 1d8 ⇒ 8 Dead eye here!
wild: 1d6 ⇒ 1

Damage with AP1: 3d6 + 1 ⇒ (1, 1, 6) + 1 = 9
Ace: 1d6 ⇒ 5 = Total 14

If that first shot kills the target and you feel so kind as to put the second shot on another victim...of not I understand. Also I couldn't edit the map on my phone.

"It's like they say...When Vultures show up, you know people are about to die!"

Liberty's Edge

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High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack sees the raider charge at Ian with his massive piece of metal. He knows Ian is no hardened fighter, and his heart leaps into his throat as he sees the raider swing. Fortunately, it looks like Ian managed to turn a bit and take it on his shoulder. He's staggered, but not dead.
The Raider's next swing goes wide as Ian is just reeling back, more out of instinct, but enough to foil the next swing.

Jack looks at his gun. This...this might not do it.

It's time to bring out...the BIG guns.

He...he didn't want it to come to this. But...but he's trained for this. He's waited for this moment his entire life. Ian's very life is on the line. There's no other choice. He wishes the raider well, knowing that he couldn't have had any idea what he was getting in to, but Jack pushes any mercy aside.

Jack stands up, cups his hands to his mouth, and yells with all the force he can muster:

"HEY! Yo'mammas so ugly, ghouls scare their kids with stories about her! Yo'mammas so hairy, people wonder why she wears a fur coat to nude beach! Yo'mammas so fat, her cereal bowl comes with a lifeguard!"

Smarts trick: 1d12 ⇒ 9 = raise. Opponant -2 Parry + shaken
Wild SmRTZ: 1d6 ⇒ 1

*teehee* I actually built the character around this, so I hope you like. Seeing as how "Smarts trick" is nothing more complicated than saying "look behind you," I'm trying to put a twist on it that even Kristophe would appreciate. ;-)

Ian feels the blow land, but he's still on his feet. He shakes his head to clear it and stumbles back a bit, feeling the wind from another blow barely miss. He hears Jack's voice shouting something. He just hopes it's not more 'yo'mamma' jokes. Those things started the only riot the Iron Shelter ever had in its history.

shaken recovery: 1d6 ⇒ 5

Ian's eyes clear and he takes a firmer grip on his axe, preparing to return the favor.


Male Something similar to human, but one can never be sure without a DNA test Slacker - 3, Gamer - 2, Nerd - 2, Geek - 2; Eldrich Napper - 7

That Seems more like taunting, IMO, but it was hilarious.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand looks up from his newest kill and quickly surveys the area, looking for another target. Vulture and one of the outsers from the Vault are further back, and it looks like they can take care of the raiders up that way, so he dashes to the caravan. As he runs, he hears loud shouts belittling someone's parentage, and shakes his head. Ouch. That's gonna sting.

Running: 1d6 ⇒ 4 I believe that just gets me to T-31, so I can attack the raider in U-32. Huzzah!

Rounding the caravan, Brand sees yet another Raider, this one menacing someone with a machete. Without another thought, he whips his axe around at the fiend's back! Another Wild Attack.

Fighting: 1d8 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Wild: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Ace: 1d6 ⇒ 1 7, Success.
Damage: 2d8 + 2 ⇒ (6, 2) + 2 = 10 Success and Raise against Toughness 6.
The axe thunks in through the man's spine and crushes him against the caravan, revealing a particularly mean-looking caravan guard. "Hey, there!" Brand says with a smile, dumping the body on the ground. "Looks like you could use some help."


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

Roland decides To hell with all this cover nonsense. and moves to U38, firing a shot at Raider 4.

Guns: 1d8 ⇒ 5
Wild: 1d6 ⇒ 3

Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Wright gun: 1d6 ⇒ 1

Duke gun: 1d8 ⇒ 5

The two other Wright Town boys try their best, but they can't hit s+!@.

I think Fitz has eaten all my luck forever.


Encounter Map

Vulture puts a bullet into a raider, shaking him
Jack causes Raider 3 to be shaken and have -2 parry.
Brand rushes forward, not quite...it gets you to s31. so gonna have to wait to slay a raider
Wright Militia fires his weapons again, uselessly
Vulture rushes forward and plants another bullet into a raider, the raider slumps to the ground dead. He aims at another at R2 and drops him with one shot. its 90' away, so I'm not sure what kinda penalty that is on your shot
Ian clears his head and prepares for the worst.
Roland puts a bullet into a Raider. r1
Savage Bro puts another one into him 2d6 ⇒ (3, 5) = 8 dropping the raider.

The last raider throws his weapon down and begins running away!

This is for narrative effect and you can gun him down or let him flee as you wish. Also, you can choose to administer healing to any of them if you want to question them or bring them back alive.

Loot if you choose to search the bodies:
They carried Pipe Pistols and each have 8 bullets. (There were 6 of them) They also have 3x Machetes and 3x Rebar Warhammers (same stats as a Machete) They are wearing leather armor.

A cursory search of the Raiders shows they all have some version of the same sigul on them. A green tractor or combine on a yellow background. Most of the Raiders are tattooed with various strange markings and have multiple piercings.

Roland sees that the caravan is indeed Wright Town's missing caravan. He notices that the two corpses on the ground were the professional guards. There are no other corpses. The Caravan's goods were taken and the wagons were wrecked.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Is the last remaining raider R3, the one Jack shook up? It looks like it is.

Ian, seeing that the majority of the ambushers have been slain, and that the man in front of him seems to be, justifiably, devastated by the verbal tirade unleashed upon his person, takes a quantum of pity on the poor man. He adjusts his grip and swings at the raider with the flat of the axe blade.

Ian Fighting: 1d4 ⇒ 3 = hit due to -2 Parry

As the man falls, Jack runs up. "That was a fair play, there, Ian. I 'spect once our new friends get a hold of this one, he'll be all manner of wantin' t' tell us where our folk got to."

Ian and Jack drag the unconscious raider over to the tribals.

Both of them will ask for a set of leather armor. Ian will ask for some bullets.

Jack asks for some leather armor for Jess.


Parry: 6, Toughness: 6|Bennies: 0/3|Wounds: 0|Pace: 6| Notice d8+1| XP: 10

"I'll be damned if one of you murderin' bastards leave here alive."

Roland takes aim and shoots the last Raider in the back of the head as he flees.

Guns: 1d8 ⇒ 8
Wild: 1d6 ⇒ 3
Ace: 1d8 ⇒ 6

Edit: He might have Cover, but I don't think it matters with a 14 when I need a 4.

Damage + Raise: 2d4 + 1d6 + 1 ⇒ (4, 3) + (5) + 1 = 13
Ace: 1d4 ⇒ 4
Ace 2: 1d4 ⇒ 2

Pretty sure he's dead, Jim.

The Raider's head explodes, and the body collapses to the ground.

"S$!!." Roland says as he surveys the carnage.

He checks on Loh, on the off chance the Savage brother survived the explosion.

"So, who are you guys? You don't seem to be with these Raider scum." he calls over his shoulder.


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

SW measures range on guns by inches, not feet. My gun has a range of 12/24/48 - 85' would be 17 squares, so I would've had a -2

"I am Two-Headed-Vulture, of the Axe Trible, Santloose band. We were following the tracks of those that attacked our land. That is my brother, Fenrir."

Vulture talks as he starts picking through the bodies, totally living up to his namesake, and he starts picking some of the armor off one of the dead bodies.

"Hey, Fenrir, these guys have some nice armor. You should see if it fits. Covers a lot more than my jacket, that's for sure...but it's a little too heavy for my taste. Weak guns, though. Still....I only have so many bullets for my 'claws'."

Vulture will take a pair of machetes, a pipe gun, and as many bullets as are left after other people take their share. He will also walk over and press a pipe rifle into his brother's hands.

"I know you can't hit the longhouse from ten feet away, but carry something for when people are far away. You can't always run up and smack someone. They may be across a river, or on top of a tower."

He looks back to Roland after collecting their goods. "Did you see any women or children among them?" Also gonna top off the bullets in my clips.


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Brand shakes his head at the armor suggestion. "Nah, I'm okay, Vulture. You remember my vision. A big ol' wolf, white fur, attacked by a pack of normal-lookin' ones. And no matter how much they bit him, he didn't go down. Fought like a real wild beast, yeah, and when all the others were dead he howled and ran off. That's me, man--I'm the white wolf, and I can't die. Did you see me in this battle? Man oh man! Chopping logs in one swing." He looks at the armor with what can only be called a stink eye. "Plus that armor looks nasty, and these outsers were real asses. 'Sides, I like this suit. Makes me look fancy."

The rifle, however, he takes with a grudge. "Alright, alright. Don't expect me to use it too much, though. I'm not sure I could even hit the longhouse." He grins and sticks the rifle in his pack.

"Yep, I'm Fenrir, call me Brand. And over there are more always-folk, they're looking for people too. Come from the Vault."


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"Put on some armor, you big goof. We'll pick up some bleach or paint or something at Wright Town later if the color matters so much. Think of it as your fur. I'd wear the damn thing, but it's so heavy, and these rifles are already plenty big for me. Come on, I grabbed a sword, and its not like I ever swing the thing. We have people to save...children...we can't go half measures on this. The suit looks good, but dead men can't talk, and tweed doesn't stop bullets."


Encounter Map

Okay, so for the future. When I say something is for narrative effect you don't have to roll anything. Just narrate out what happens...I'm a story first kinda GM.

Also, the bullets are .32 caliber.

Axe Tribals, Smarts:
Hey, didn't Vulture have a vision about a Green Monster.


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

Smarts: 1d6 ⇒ 4
Wild: 1d6 ⇒ 2

Vulture's eyes go wide in sudden realization

"Waitaminute...their symbol...the green tractor...the vision had a green monster!"


Male Aasimar Sentinel 1 | HP 16/16 | AC 17, touch 11, FF 16, CMD 15 | Fort +5, Ref +1, Will +4 | Init +1, Perception +6

Smarts: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4
"Huh, you're right..." Brand crouches down and looks at one of the emblems. "Weird. I don't recognize this, do you?"

In any case, he strips the armor off of the biggest of the raiders he can find and tries to cobble it onto his own outfit, fitting the leather pieces over his suit as best he can. "I guess if your vision's coming up too, I should get some armor, yeah. One vision is equal with another, you know?"


Bennies 2/3 | Wounds 0/3 | Parry 4 | Toughness 7 (2) | Charisma -2 | Pace 6 | Xp 10

"I don't recognize it. Looks kinda like John of the Deer band, but these guys don't stink of chewing tobacco, moonshine, and shame like he always did."I couldn't help myself.

He turns to Roland. "Haven't I seen you before? Wright town, maybe? I sometimes sell junk there. I think I'd recognize a face that didn't try to cheat me...yet."

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