The Savage Wasteland of Fallout

Game Master thegreenteagamer

Vault 2 had so many births that a second group has been exiled shortly after the first. This is their story.

Map

Additional Rules


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Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

As long as you roll max on a die, you keep rerolling until you don't, so your total damage would be 12 on that attack.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

I guess I'm delaying Estelle. Again...

Harper's blow manages to just barely finish off the robot Thomas already zapped, sending it crashing to the ground with a clatter.

Run: 1d6 ⇒ 5
The last remaining Slaver, feeling cocky for his extra backup and not knowing what's going on to the west, runs outside and ducks behind the counter for full cover.

The last Handy cook floats forward and opens his flamer up on Kristophe.

"Today's special: barbeque guy who pissed me off! Do you want fries with that?"

+2 from touch only, -1 from cover: opposed agility to avoid.

Energy Weapons: 1d6 + 1 ⇒ (4) + 1 = 5
Gonna common pool Benny that seeing as this is my last Handy.
EW: 1d6 + 1 ⇒ (1) + 1 = 2
Benny 2: 1d6 + 1 ⇒ (1) + 1 = 2
screw You I WILL get a 6: 1d6 + 1 ⇒ (6) + 1 = 7
Ace finally: 1d6 ⇒ 3 Total 10

Damage: 2d10 ⇒ (9, 10) = 19
Acne: 1d10 ⇒ 3 Total = 22

remember if you fail by 4 or more on the agility roll to add another 1d6 damage

The gout of flame sent out by the last handy is utterly outrageous, and manages to catch part of the building on fire (that much damage is not to be ignored even if dodged; the building will suffer if you do not!)

New initiative - Aeryicka 10 spades
Handy and Slaver - 7 spades
Rest - Garbage cards


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Thomas is right - I missed Kris' s attack. Okay, let's try this. I have 3 Bennies I didn't use...That was...hooray boy four raises.... so nevermind my awesome rolls...

RETCON: The slaver, all alone, turns on the gas for two of the stoves...

"You ain't takin' me! I'm blowing this f***ing place to hell!"


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Run: 1d5 ⇒ 1

Aeryicka growled low in her throat. She had yet to get a proper kill in this hunt, all her packmates were getting there first! She needed to work on her speed and stealth, work on proper hunting techniques. A sudden yell coming from the kitchen caught her attention and she rushed towards the room, her wounds unfortunately slowing her down.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Err. Is Kristophe a roasted pig or not? I'm confused...


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

Not - I missed the post where you absolutely destroyed that robot, Thomas pointed it out, and I retconned the badguys turn as a result.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Well, that is certainly an improvement (to me anyways) over 22 damage.

Hey, uh. F$%% this I'm outta here. Kristophe says, grabbing his shotgun and hauling ass away from the building.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Hardly being in the mood to see if this guy is bluffing, Badger runs away from the soon to immolate building.

Run: 1d6 - 2 ⇒ (1) - 2 = -1

"S*@$ S*@& S*~+ S&%* S@#&"
That guy had a better shotgun, too! Damn it!

I moved myself four squares, but if I can get a negative on the roll I'll be one step back toward the building.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Nah, no negative. You already have a pace penalty from wounds, that would be idiotic.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Okay, I just move the four paces then.

Dark Archive

Thomas hears that and starts sprinting forward, shouting at Warhammer. "Warhammer! We need him dead! All ahead! All ahead!"

"Compliance," says the robot, advancing as fast as his servohover is designed to go.

run Robot: 1d4 ⇒ 2
run Thomas: 1d6 ⇒ 5

Thoams puts on a burst of speed, almost catching up to the robot as the hit the swinging kitchen doors.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Harper hesitated, shifting her gaze between the fire, the exit door, and finally Thomas and Aeryicka running headlong into the back of the building. In the midst of it all, the small, shrill voice screeched for Harper to run, run away from the fire as quickly as her feet could carry her.

GET OUT OF HERE!

And for once, Harper complied, though called out as she ran.

"Thomas! Aeryicka! This dry, rickety building is going down, now!"

Her feet flew at a breakneck pace under her as she ran.

"Leave the slaver to burn! There will have been enough death today without you two passing too!"

Run: 1d10 ⇒ 6


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

As Thomas and Warhammer bust through the door, they see it is hazy with gas; the slaver didn't just turn on the pipe - he pulled the connection out of the wall!

Warhammer stops and immediately backs up before moving through the door.

"Sir, I'd love to help you, but Miss Estelle programmed me unable to do you harm, and as my exhaust port is producing a prodigious amount of combustion, I will have to vacate the premises expeditiously!"

Dice Rolls:

Notice Thomas: 1d4 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
Warhammer running: 1d4 ⇒ 3

Thomas notices the window being closed before the slaver runs off, and hears something as he runs through the kitchen.

The microwave. It has pots and pans in it and is turned on. Its a couple feet from the gas break.

Need an agility roll and a run roll to GTFO in time for Thomas. I don't think you want me rolling this one for you. Failure isn't good.

Dark Archive

Agility roll GTFONOWNOWNOW: 1d6 ⇒ 6

Agility ACE!: 1d6 ⇒ 4

Sweet.

Thomas sprints to the open window and jumps through just as the explosion cinematically goes up behind him.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

The window was shut. Run roll too, and a vigor do jumping through glass. Hell of an agility check though.

Dark Archive

run: 1d6 ⇒ 3
Vigor: 1d6 ⇒ 6
WIld Vigor: 1d6 ⇒ 4

ow wow Vigor ACE: 1d6 ⇒ 6

NO MERE WINDOW MAY STAND AGAINST ME!!: 1d6 ⇒ 4


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Okay, then... with those rolls in mind...

Everyone makes a sprint for the front door, except Thomas, who runs for the much closer window the slaver just closed before setting his trap. He grabs a pair of sunglasses on a nearby counter, as he leaps through the window, the glass shatters cinematically but miraculously doesn't touch him, and he manages to strike a lose as he puts the shades on exactly as the building blows completely to crap.

A shattered ruin between the rest of the party and Thomas, the slaver's jaw drops agape and he stares in disbelief at the man with his Michael Bay moment.

"You have got to be f***ing kidding me! What the f*** does it take to kill you?!

He moves to raise his shotgun at Thomas.
Agility: 1d8 ⇒ 3

Okay, Thomas, agility to interrupt, because this is more cinematic than a traditional combat - the rest of you, it will take four turns to run around the building should the fight not end by then (you can hear the slaver screaming at Thomas)

Also, as you all come too from the blast, you notice Estelle is nowhere to be found.

Warhammer seems to be missing as well...


Bennies 2 Wounds 0 Parry 6 Toughness 8

Ah, f%!$ me. They better not have blown up the drugs. Kristophe says as he shakes his head.

C'mon BBT, lets go see what the f$@&.

4 round autopilot for Kris and BBT


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger watches the building go up wide eyed for a minute, before limping around the side toward the shouting slaver.

As he walks toward the flaming wreck he asks, "Uh, where's Estelle?"


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Aeryicka paid on the ground a few feet from the now-burning building, dazed from the shockwave of the explosion. About the only thing running through her head was 'Huh, grass sounds good right now.' After shaking her head to get rid of the lingering effect of the blast, she jumped up and started running towards the back of the building where she heard screaming.

Four turns of running it is.


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Shattering, screaming, gunshots, explosions.

Through the chaos, only one thought pervaded Harper's mind: run.

Run: 1d10 ⇒ 6

Dark Archive

Agility: 1d6 ⇒ 3
Wild Agility: 1d6 ⇒ 2

Uh-oh. Tie. Um, what now?


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Higher agility score - which is him. Sorry I didn't update earlier - stupid thread hid and undotted this to me. Second time forums did this to me with a game. Getting pissed!

The slaver raises his shotgun, a pump action hunting 12 gauge, and fires it at Thomas a split second before he can react.

Guns: 1d8 + 2 ⇒ (2) + 2 = 4
Damage: 3d6 ⇒ (4, 1, 1) = 6
The pellets, fortunately for Thomas, just barely cannot puncture his armor.

Thomas up - The rest of you - instead of four turns let's call it 30 squares to show up. Let our two fleet players have advantage to their perks!

Dark Archive

Thomas hugs his improvised Slow Children shield close and the buckshot hits at an angle, transfers its kinetic momentum inefficiently, and s$&!ters off.

Even as the discharged lead is hitting, his guns is already up, firing the electric beam.

Electric Weapons: 1d6 ⇒ 1
Wild Electric Weapons: 1d6 ⇒ 1

Ya, no. This is not happening. Bennie.

Electric Weapons: 1d6 ⇒ 2
Wild Electric Weapons: 1d6 ⇒ 4 Good enough for a hit

Electric Weapons Damage, AP2: 2d6 ⇒ (4, 4) = 8

I don't know why it's censoring 's k i t t ers', but, Miles, FYI, I seem to have found a new swear word. ^_^


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger hobbles frantically around the flaming building.

Run: 1d6 - 2 ⇒ (2) - 2 = 0

26 squares to go!


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

To expedite things you can all roll your run dice until you would have made it, and just tell me how many turns it would have taken you.

Thomas's laser manages to clip the slaver, Shaking him.

Unshake: 1d6 ⇒ 2
Time to use those Bennies I didn't get to use earlier with the robot I didn't know was already destroyed. - one Benny used, auto Unshake.

The slaver pumps the shotgun and blasts at Thomas again.

Guns: 1d8 + 2 ⇒ (1) + 2 = 3
And Benny 2/6 5, since you lost Estelle.
Guns: 1d8 + 2 ⇒ (7) + 2 = 9 = Raise
Damage: 4d6 ⇒ (6, 5, 5, 6) = 22
Ouch: 2d6 ⇒ (2, 4) = 6 = Total 28 = Hit and 5 raises = Incapacitated if not soaked.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Run2: 1d6 - 2 ⇒ (5) - 2 = 3
Run3: 1d6 - 2 ⇒ (1) - 2 = -1
Run4: 1d6 - 2 ⇒ (5) - 2 = 3
18 run die + 12 pace= 20; 6 squares left
Run5: 1d6 - 2 ⇒ (4) - 2 = 2

After four more rounds, Badger will make it up there.


Bennies 2 Wounds 0 Parry 6 Toughness 8

30 spaces
Round 1 Pace 6 Run 1d10 ⇒ 7 total=13
17 Spaces remaining
Round 2 Pace 6 Run 1d10 ⇒ 4 total =10
7 Spaces Remaining

Round 3

Kristophe sprints into view Run: 1d10 ⇒ 1 firing his .44 at the Raider as he spots him Multi: 1d8 - 2 ⇒ (8) - 2 = 6 Wildz: 1d6 - 2 ⇒ (3) - 2 = 1Ace: 1d8 ⇒ 7 hit plus raise

.44Damage: 3d6 + 2 ⇒ (2, 3, 1) + 2 = 8 AP1


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Doesn't fleet footed increase your pace in addition to your run die? 6 is standard, I thought you had 8with that edge. Don't have it in front of me to look at, though.


Bennies 2 Wounds 0 Parry 6 Toughness 8

It does, but I have metal armor on that decreases my pace so it cancels out


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Considering K shows up after round 3, the earliest so far (still need rolls from Harper and Aeryicka btw), and Tom gets blasted like a Zombie in a B movie round 2, this heavily depends on if he soaks. Life or death, here, so I'm not gonna skip, delay, or press on like I normally would.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Run 1: 1d5 + 5 ⇒ (5) + 5 = 10
Run 2: 1d5 + 5 ⇒ (4) + 5 = 9
Run 3: 1d5 + 5 ⇒ (3) + 5 = 8
Won't make it until 4th round unfortunately.

Dark Archive

Not to grab at straws (which is exactly what I'm, doing ^_^) but wouldn't we draw a new initiative? I mean, there's always the chance I'd get a Joker. Jus' sayin'. =) Otherwise, last bennie to soak.

Soak: 1d6 ⇒ 3
Wild Soak: 1d6 ⇒ 4 1 success against 5. Incap for me.

Incapacitated Vigor roll: 1d6 ⇒ 6
Incapacitated Vigor roll ACE: 1d6 ⇒ 6
Warning. Chassis taken extreme damage. Initiating regeneration protocols. I'LL BE BACK.: 1d6 ⇒ 5

Injury table roll: 1d6 ⇒ 2

Let's see I'll just check to see what a 2 is and...oh my.

Time seems to slow down as the hot lead makes an impact dead-on into Thomas' crotch. His mouth contorts into a huge O as the wind is knocked out of him and he feels ALL OF THE PAIN. His John Thompson turns seven shades of purple and the Twins Spheres of Testostocles the Mighty are knocked about like the billiard balls at a cheap bar. The agonizing pain to his purple headed soldier man is unbearable and he hopes he can see the South rise again...someday.

He collapses in pain, curled into the fetal position, bleeding profusely from the area of his big Italian salami.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

My groin!(Please note this link is SFW, so don't be afraid.)


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Turn 1 Movement: 1d10 + 8 ⇒ (4) + 8 = 12
Turn 2 Movement: 1d10 + 8 ⇒ (7) + 8 = 15

Harper's away from the building by turn three.


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

As I said, Thomas, it was more of a cinematic combat for you before the others show up. So I've got Harper showing up round 3, Kristophe and Aeryicka showing up round 4, and Badger round 5; I'm gonna go theater of the mind for this one instead of maps, as there's only one badguy left, and the unique "showing up on time" approach going on.

Harper swings around the corner to see the Slaver brandishing a shotgun.

notice: 1d6 + 1 ⇒ (2) + 1 = 3

He doesn't seem to notice her as she approaches from behind and sees him gloating over Thomas's unconscious body, pumping another shell for the shotgun in hand.

"And now, to make sure you don't get back up, you hard to kill bastard..."

Harper, you're unnoticed, so you can go before him, but you don't have The Drop, so no bonus to attack or damage - UNLESS you roll a 7 stealth, which would be a raise vs. his notice, then you'll have The Drop, +4 attack and damage.

The slaver starts to cockily walk towards Thomas, getting ready to point-blank end him. "All my friends. All of them - dead. My future with the gang - ruined. I'm gonna turn your head into f***ing paste!"


Female Human
Edges and Hindrances:
Edges: Beast Master, Fleet-footed. Hindrances: Young, Quirk (gunshy), Loyal

Stealth: 1d12 ⇒ 8
Wild Stealth: 1d6 ⇒ 2

Harper looked on in horror as the slaver advanced upon an unconcious Thomas. Without a second thought, she ran towards the slaver as quickly as she could and clobbered him with the chain, bringing it down with a heavy thunk on his back.

Attack: 1d8 + 4 ⇒ (8) + 4 = 12
Attack Ace: 1d8 ⇒ 3
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Damage Ace: 1d4 ⇒ 4
DIE IN A FIRE, SCUM: 1d4 ⇒ 1

15 total attack, 15 total damage


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

That would be a hit with two raises, but hey, I've got three Bennies. This is the most troublesome Extra with mundane stats EVER. Needs to soak 2 to survive...
Soak: 1d6 ⇒ 1
Soak: 1d6 ⇒ 5
Soak: 1d6 ⇒ 4

A definite *snap* is heard as Harper connects with the Slaver, who was too busy getting ready to drop a shotgun shell into Thomas's nasal cavity to notice her. The impact of the chain conmects right between two vertibrate, and he is seen bending unnaturally as the light fades from his eyes, and he drops to the ground, dead.

Kristophe and Aeryicka round the corner to see it happening, with Badger limping in afterwards.

The building continues to smolder on ablaze, though it seems contained to the area, as the surrounding pavement is not easy to set ablaze...

...except it is getting awfully close to the fuel pumps. The signs say "$2,317.99/gal" (America switched to fusion for a reason and China invaded Alaska specifically for the oil due to the shortage...This is legit, you can see gas prices in Fallout Tactics.) Surely they must be empty, right?

...you figure you'll all know in about...two to three minutes.

Suddenly you hear the robotic voice of Warhammer.

Under the rubble. Surrounded by fire, but there's a few pockets that seem safe.

"Um, hello? Yes, I don't believe I made out in time. My chassis is a little scuffed, but I seem to be fine. Seems it is just a matter of digging me out. Shouldn't take more than a couple minutes. Hello? Sirs?"

Dark Archive

Thomas creaks one eye open, sees the infinite black hollow of a shotgun barrel moving toward his head. Somewhere he catches a rustle of wind and a small moving body. "...har...per...?"

And your attack raised his parry, so your damage gets an extra 1d6! =)

Liberty's Edge

Jimmy sets his jaw and looks at the others. "I'll try to make a firewall! I'll buy you time to dig the robot out. If...if we can get him out, then....then he can carry Tom. Um, how's that sound?"

Jimmy starts grabbing anything he can; rocks, rubble, garbage, dirt, and starts throwing it into the path of the fire, trying to protect the fuel pumps.


Edges & Hindrances:
Edges: Beast Master, Danger Sense, Beast Bond, Animal Friend, Healer | Hindrances: Small, Quirk, Anemic
Stats:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 | Parry 4(5) | Toughness 6 | Pace 6 | Exp 37 | Knowledge (Animals) d8, Notice d6, Stealth d6, Healing d8, Swimming d6, Climbing d4, Survival d10, Fighting d4

Aeryicka watched with a raise eyebrow as Harper, in her panic, seemingly snapped the last slaver's spine with her chain-wrapped fist. 'Harper has fight in her,' she thought to herself as she stepped towards the two. With only two steps taken, though, the voice of their missing mechanical minion makes itself known. "Hold on, Warhammer, get you out soon," she told it as she eyed the flames steadily make it's way towards the hopefully empty fuel pumps. "Guys, must work quickly!"


Bennies 2 Wounds 0 Parry 6 Toughness 8

Kristophe is surprised by Harper actually doing something useful, so surprised in fact that he ignores the robot and walks over to Tom.

Hah, didn't like a f~&~ing shotgun to the belly did ya Overseer. Kristophe replaces his .44 in his belt and reaches down to pick up Tom and sling him over his shoulders in a fireman's carry. STR: 1d8 ⇒ 6

Let's get the f%~@ outta here before s#@+ blows up. he says

Per the new rules of x10 carry, I figure Kristophe is -3 encumbered with all his crap plus Tom's


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

Let's call it a Survival roll (at -1) to make the firewall and just pure strength to dig, as I can't think of another appropriate skill. Anyone with at least a d4 automatically aids another for a +1 bonus, without skill NORMALLY can't help per my house rule, but this situation seems special, so they can roll for a +1 max bonus. I say you have time for three attempts (at -2) to dig up Warhammer. If you make the firewall it gives you another round per success to try and dig the robot up. You can make all your rolls in advance (someone can roll for Harper since she won't be here) but you can only work on digging or blocking the fire, not both at the same time.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Badger starts dragging rubble off of the robot.
Strength: 1d6 - 4 ⇒ (1) - 4 = -3
Wild die: 1d6 - 4 ⇒ (5) - 4 = 1
"Go! I'll try to get the robot!", he says before grabbing a piece of rubble and badly tweaking his wound. "GAH! F&#+!"
This would be -4 wouldn't it for the wounds and the digging out penalty?

When that proves to be impossible, he runs after Jimmy.
"Aeryicka, Harper- why don't you dig him out and I'll help with the blockage plan?"

Survival: 1d6 - 3 ⇒ (1) - 3 = -2
Survival 2: 1d6 - 3 ⇒ (6) - 3 = 3


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

You know you can take advantage of the whole "automatically aid without a roll" houserule I have with those wounds, right? Also you didn't roll a wild die for your Strength.


Bennies 3/Wounds 0/Rads 0/Fatigue 0/Parry 7/Toughness 9/Charisma 0/Pace 6 (5)/ Hatchet- Fighting 1d8/1d8+1d6, Hunting Shotgun- Guns 1d10 (1d6-3d6) (12/24/48) 6/6 rounds

Well, as the first one rolling I thought it better to actually roll first. And then maybe I'd get lucky on the survival rolls. Didn't realize that I aced the last survival roll as well.

Survival 2 ace: 1d6 ⇒ 1

Liberty's Edge

Harper dives at the rubble from whence the metallic voice came, levering out boulders and throwing up dirt like a honey badger on heroine. 'I can not let another perish this day. Not while I can help it. Even though he's artificial, he still is worthy of a chance at life.'

Strength: 1d4 ⇒ 4
Wild Strength: 1d6 ⇒ 1

Well we're just gonna Strength ACE then: 1d4 ⇒ 4

NO MERE RUBBLE CAN STAND AGAINST ME!!!: 1d4 ⇒ 3 = 11

Jimmy sees the young girl attacking the rubble like a Valkyrie possessed. After taking a moment to admire her lithe figure, (what?) he drops what he's doing and assists her as best he can.

His +1 gives her a hit and 2 raises.


Bennies 2 Wounds 0 Parry 6 Toughness 8

Timmy, not nearly as much of an a#$*#&@ as Kristophe, decides to help his brother!
Do Timmy and Jimmy have Wild dice? I thought they were extras not Wild Cards

Consider Timmy's actions to Aid in digging

Str Dig1: 1d4 - 2 ⇒ (1) - 2 = -1
Dig2: 1d4 - 2 ⇒ (4) - 2 = 2 Ace: 1d4 ⇒ 3 Success!
Dig3: 1d4 - 2 ⇒ (2) - 2 = 0
Dig4: 1d4 - 2 ⇒ (1) - 2 = -1


Wild Card Bennies Left: 2/2 (None currently) Common Pool Bennies Left: 0/5

No, they don't get wild dice. They are extras.

As the brothers T and J, along with Badger, manage to block the flames for a while, Harper tears through the rubble and manages to pull enough out to get Warhammer out, who indeed is scuffle up, but no worse the wear.

He has a box in his third arm, and manages to float over to the others.

Kristophe loads up Thomas and starts to haul off, and the lot of you make it away with plenty of time to watch the building explode yet again, in a much bigger, much brighter blast, leaving charred remains emberring out in the otherwise concrete parking lot.

Warhammer holds up the box.

"I have acquired, as Mr. Kristophe was commenting up, the slavers' compliment of enhancement chemicals, sir, though I do believe that delay may have been the cause of my temporary restraining. It seems to be what they were searching the convenience store for."

The box seems to be a briefcase, and wouldn't you know, 1d20 ⇒ 4 buffout, 1d20 ⇒ 14 psycho,1d20 ⇒ 8 med-x,1d20 ⇒ 4 mentats,1d20 ⇒ 10 stimpaks,1d20 ⇒ 4 jet, and1d20 ⇒ 2 steady.


Bennies 2 Wounds 0 Parry 6 Toughness 8

F~!@ing yeah! Timmy! We hit the motherf!~%ing jackpot! Kristophe exclaims as the briefcase is opened.

Kristophe immediately lays claim to a majority of the horde.

F$$@ you! This is mine!

Obviously ooc we can split it, but its something Kris would do. Loot Log is updated

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