| "Badger" Bloom |
** spoiler omitted **
** spoiler omitted **
Thomas snaps his fingers in front of the robot. "Warhammer, Warhammer, focus please. I asked you about the source of the water disruption. Could you please, like, I dunno, knock on the watermain and see if that is still full? In theory, even if there isn't any more water flowing in to the pipes, the pipes them selves should still be...full."
As if struck with inspiration, Thomas goes around to the bathroom, checking the toilets. Sure, some of them will be brown-gravy cesspools fit only for bacteria, but a few should still have cool, clear water ready to be boiled and drank...probably.
In time he returns and continues questioning the robot. "Warhammer, our Alpha-priority is a stable source of water....
Badger sighs, arms crossed.
"Fine. Our tech person up and walked off, anyways, so we might as well keep your robot butler in tact. Let's just get to the hospital and hope it's a little less dangerous than everywhere else we've been the last two days."| Kristophe Kristophson |
Wus the matter Bloom? You chicken! Hah! Kristophe thinks he's hilarious and laughs at Badger's expense. Timmy giggles as well, because you know the 11 year old and the grown man have the same sense of humor.
Hospital's this way right? Kris heads off and then Timmy says No Kris, this way! leading him on the right track
| Aeryicka Hill |
Notice: 1d6 ⇒ 5
Wild Notice: 1d6 ⇒ 2
As the group marched towards the -hopefully still stocked- hospital, Cray the raven took wing and flew ahead, his eyes peeled for danger or snacks. Aeryicka, however, kept her eyes peeled at the ground level, trying to use all of her senses to keep them from falling into an ambush.
| Redbeard the High Elder |
Sorry guys, didn't have a lot of access yesterday - I'm on it, now, though!
The robot leads you in a general meandering pattern eastward with occasional detours north.
Timmy, getting tired a few hours in, starts whining. "Kristophe, I think this big metal piece of $#!+ is taking us in circles!"
Warhammer tilts it's enorous bulbous body/head and canters an eyestalk. "No, sir, it's simply that the nearest hospital to the school was a county over. Taking the safest route sticking to major highways, that would probably be Melbourne, as cities of a smaller stature are less likely to have full hospitals and more likely to have clinics, and you didn't specify such a desire. At this rate, I believe we should only be...fourteen more hours until we reach our destination!"
Jimmy facepalms. Timmy runs up and tries to kick the robot, but it's too high for his little legs to reach. He spits on it.
"Oh my! That's the kindest reaction I've gotten from a child in over a hundred years!"
You can press on and arrive fatigued, or try to set up camp somewhere in the meantime. You can also search for buildings to loot along the way, if you want, but it will slow your progress some. You're kind of taking the boonies route through the rural part of the state.
| "Badger" Bloom |
Badger sighs wearily.
"Sure would suck if we had a truck or something to drive us over there. We'd be missing out on all this scenery and bonding time or whatever."
"Alright, fourteen hours is enough to get us pretty damn thirsty. It's probably a good idea to check some of the buildings on the way, see if the taps there still work... and maybe there's some more bobby pins out there in case the hospital's locked. Or maybe there's some water in a spring or a river that won't kill us or curdle our insides."
In favor of looting along the way and camping- I don't want to be any more impaired than I am when we get there. Could we make a survival check to find a water source that might be a little potable?
Survival: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4
Ace: 1d6 ⇒ 6
Ace 2:1d6 ⇒ 2
12 on the hypothetical search for water.
Thomas Roland
|
Thomas closes his eyes and counts to ten. They do NOT need this. Just as he's trying to argue for the robot's usefulness, he goes and pulls this kind of non-specificity stuff. Well, naught for it. Live and learn.
"Warhammer, make note: When we say 'hospital' we mean any and all medical facilities. Please make a note for the future.
Are there any 'hospitals'--per the new definition--within three hour's walking distance now? Also, which building, within three hours walking distance, has the greatest chance of having water in it? You are free to hypothesize.
Badger, do not curse the robot overly. Had we him not, we would have no way to correct our direction if we got lost, nor would we even know about it. Information is the most valuable resource.
And, last I checked, we had no time-clock to punch. Let's make camp as best we can and complete the leg tomorrow. And who knows what scraps we might find. A car is just a car, but a GPS robot of cooking and dismemberment is a rare find indeed!
Also, Timmy, fair warning, don't spit on the robot. He might just char-broil until you're tender on the inside and crispy on the outside. Unless that's your idea of a good time. I'm not one to judge."
| Redbeard the High Elder |
Oh, yay, time to implement my "scavenging random post-apocalyptic buildings" chart I converted from d20 Apocalypse to SW! Tip - high survival and agility help in rickety buildings
condition: 1d100 + 5 ⇒ (9) + 5 = 14
type: 1d16 ⇒ 8
That's a shame...
"Right you are! I do believe there's an Urgent Care Clinic along the way, Master Thomas!"
As another hour or so passes, Warhammer indeed leads you towards a completely collapsed set of buildings. They look like one of the bombs actually dropped straight into this area, of all the unlucky middle of nowhere locations for it to happen. The sign says it's the "Merriment Office Park" and that there was once a "Insta-Cure Urgent Care" in the area. Once.
Badger does manage to find a single, untouched toilet among the wreckage, however. Somehow...it flushes. Miraculously. "Fortunately" for you.
| "Badger" Bloom |
"It's something. We can boil it once we start a fire... if we find a pan, I guess.", Badger says, filling his empty water bottles with toilet water.
How many doses of water could we get from this toilet?
| Aeryicka Hill |
"Toilet, my favorite," Aeryicka deadpaned. But, with a lack of choices, she drank her fill before looking at the other demolished buildings. "Think we still find stuff here?" she asked before walking around, keeping her eyes peeled for anything interesting.
Notice: 1d6 ⇒ 1
Wild Notice: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 4
Total of 10
| Redbeard the High Elder |
Aeryicka finds a hole that anyone not brawny could squeeze into, and she I particular could easily climb in with her small size, but the wreckage pile looks unstable. Still...it's possible. (Collapsed buildings can be explored but it's at a pretty substantial penalty. That random roll...you want e a high number to have a building in good condition - I got the worst possible result.)
Thomas Roland
|
Thomas nods. "Yeah, let's look around. Also, Badger, you have a good point. Since it seems that most of the water we drink maybe should be boiled, we'd do well to carry a pan or soup pot with us at all times. Let's look around."
Assist Aeryicka Notice: 1d4 + 1 ⇒ (3) + 1 = 4
Wild Assist: 1d6 + 1 ⇒ (4) + 1 = 5
| Kristophe Kristophson |
Kristophe looks around in disgust
F+%+ing fools errand we're on. We could be halfway to civilization but instead we're dicking around in this shithole. Great f&!&ing plan Bloom.
Boiling the water does exactly nothing for Radiation....why are we doing it again?
Oh, and trusting a rusted piece of two hundred year old junk is also f%*~ing stupid.
Kris spits on the ground and moves over with his shotgun to make sure these idiots don't get eaten by something. He doesn't even know why he should care.
C'mon Timmy, lets keep watch before these fools get eaten.
| Redbeard the High Elder |
Funny you should mention that...
Everyone make a notice vs...
Thats a lot of f***ing Geckos stealthing: 1d8 ⇒ 4
Wild: 1d6 ⇒ 3
Those of you that pass notice a f***ing herd of almost 20 geckos bolting towards you from one of the ruined buildings.
Map up in less than an hour.
| "Badger" Bloom |
Somehow I doubt anyone has cleaned this toilet in the past 200 years. Radiation is one thing, but gastroenteritis is another. It doesn't hurt to be careful.
"Don't you have plans to OD someplace, a!!*@?", Badger says, motioning to the wide open post-apocalyptic Florida landscape. "Like, anywhere else but here? Maybe you should put your money where your mouth is and walk off like you keep saying."
| Aeryicka Hill |
Can I use my previous notice roll or should I make another?
| Redbeard the Scruffy |
Yeah, save a roll, whatever. Mainly I need a roll from Thomas and Kristoph. Harper hasn't logged on in many days, so I'll roll hers after Thomas. A PM has been sent to her. I assume it's the website being buggy to phones with the disclaimer message on the main page. I still can't access the main message board page and have to use my alias and the campaigns tab to get on.
| Aeryicka Hill |
I always use the campaign tab to access my games so that hasn't really affected me much. Really only affects me when I check the recruitment forums.
| Kristophe Kristophson |
Notice: 1d4 - 2 ⇒ (2) - 2 = 0 Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Timmy: 1d4 ⇒ 4 Ace: 1d4 ⇒ 3
Timmy says Kris what the f!&@ are those! Kristophe whirls with his shotgun to face the new threat.
Kristophe grabs some Psycho from the pocket of his shirt and shoots up. Ahhhhhh. YEAH MOTHERF!*+ERS! Spirit: 1d6 ⇒ 5 Wild: 1d6 ⇒ 2
GETSOMEB!&@$ES! Kristophe shouts, ignoring Badger because he's in full berzerker mode.
| Redbeard the High Elder |
Anyone who makes the notice will get to go before the geckos. Otherwise, you're after the geckos, and I'll just to regular initiative after that. So, Kristophe's action is to shoot up.
Timmy would actually recognize Geckos, they're pretty common, but a herd this big is pretty unusual. Humans usually hunt them down before their numbers get that big.
"They're Geckos, Tim!" Jimmy yells to his brother.
"They ain't that tough in one or twos, but holy shit that's a lot!!"
Map is up!
| Aeryicka Hill |
Notice: 1d10 ⇒ 7
Flying overhead, Cray lets out a piercing shriek as he spotted the approaching lizards. Aeryicka, looking up as her new friend cried out, immediately spotted the approaching hoard. "Looks more delicious than radroach," she said as she stood. Clenching her spear, she moved forward to confront them.
How would my Beast Master edge affect them?
| Redbeard the High Elder |
They will totally ignore you until you attack one of them. You can easily aid another, heal, provide gang up bonuses, etc, or do other things and they'll ignore you the entire fight due to your edge as long as you don't attack them or do anything overly aggressive, like throwing sand in their eyes as an agility trick. If you attack one of them, they'll then aggro on you as well. Do note your bird is not protected by the edge, but if you're worried about him, they can't fly...but he can't be useful high in the air.
| Aeryicka Hill |
In SW, can you move, say, half pace, attack, then move again?
| "Badger" Bloom |
I'll spend my bonus benny on rerolling Notice.
Notice: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0
And it's even worse. Should we just roll one for Harper and post her actions?
| Aeryicka Hill |
Was thinking more along the lines of Cray dive bombing the geckos
Thomas Roland
|
Thomas' eyes go wide as the mass of reptile comes in to view.
"Okay, guys," he calls out to the group. "Now, we have the advantage because we can attack at range, so we can just do what's called "Fire and Maneuver". That is, keeping shooting, but keep moving away from them. Don't get cornered, don't get close, and shoot at the ones that are closest. They'll catch us eventually but hopefully we can buy enough time to thin them out to the point where we can handle them. Everyone got it?"
WHOOTIMMYTHISSHITISF~&@INGGREAT!TIMETOF&!*UPSOMELIZARDSYEAHWO OOOOOO
"Um, not you, Kris. You get up close and distract them. No, you'll be okay, I've got a plan: Go git'em Kris!"
| Aeryicka Hill |
@Tom: I'm currently rangeless, I only have Dog-tooth.
Thomas Roland
|
@'Ricka: Still maneuver back with us. They'll Run into melee eventually, but let the ranged guys thin them out a little. Alas, poor Kris, I knew him well. I never would've thought someone eaten alive by six geckos could've died happy. }=-] Whoops, that was outloud. Redbeard's bastardish-ness must be rubbing off. =)
| "Badger" Bloom |
My post kept getting eaten by everyone downloading their 400 PDFs.
Badger was methodically filling each of his empty water bottles in the toilet and at this point he was getting used to just tuning out whatever Kris or Tom were blabbing about... until be hears "fire and maneuver", "geckos" and "motherf!*@ers" he realizes that he should actually be paying attention.
"Wait, what? OH CRAP."
Hurriedly, he splashes more toilet water into the last bottle before twisting the cap on and grabbing his shotgun. I had three purified waters, so I'm assuming I saved the bottles from those.
Do we need a notice from Harper?
Harper notice, just in case: 1d4 - 2 ⇒ (4) - 2 = 21d6 ⇒ 1
Ace: 1d4 ⇒ 1
Harper also acts after the gecko horde.
| Redbeard the High Elder |
The swarm runs forward at full speed, eager to rip their latest meal to shreds.
Run: 1d6 ⇒ 5
All who haven't gone are now up; after that it's
Thomas (JOKER)
Everyone else (7 to Ace)
Geckos (6)
Incidentally, Warhammer and Cray are obviously not stopped by any of the rubble, whatsoever...though due to Warhammer's slower flying speed he will take a turn to fly high enough to go over the high rubble. The Geckos are size -1, so they are NOT affected by the small size of Cray (-2).
| Kristophe Kristophson |
Kris steps up and fires the shotgun at the lead Gecko (AB15)
Guns: 1d8 + 2 ⇒ (1) + 2 = 3 Wild: 1d6 + 2 ⇒ (4) + 2 = 6
BOOM: 3d6 + 1 ⇒ (2, 6, 5) + 1 = 14 Ace: 1d6 ⇒ 4 Total=18
He racks the pump action
YEAHGETSOMEMOTHERF!@~ERS
Timmy moves behind Kris and grabs his pulse grenade.
| "Badger" Bloom |
Atlas has asked me to post actions for Thomas, Jimmy and Warhammer since he can't access the map at work and he has a Joker- I'm going to post the actions and let him roll the dice.
Thomas fires off a shot at another gecko behind the one Kristophe is firing at AE 15, which I believe is close range within 15 squares and then runs north, grabbing Jimmy behind him.
So Thomas is firing with an additional -2 for running and attacking in the same round- I will move him on the map when he rolls his dice. The -2 penalty for running and firing should be offset by the Joker.
Jimmy will fire his BB gun at the same gecko, going for a headshot before moving after Thomas. If Thomas kills that one, he aims for AC 15. This should be a shooting roll at -2 for the headshot. Jimmy is moving his pace, as changed on the map.
Warhammer fires off its flare gun at the nearest gecko AC 17 and then backs off to guard Harper at Thomas' behest.
Flare gun at +2 attack for Warhammer.
| Redbeard the High Elder |
Kristophe's shotgun shell literally explodes through the gecko he targeted, leaving piles of meat and gore everywhere.
FYI basic geckos are parry 5 toughness 4 - they're not that tough, but they get two attacks and have wall climbing and low light vision. Definite mooks, but - hey - there's a lot of 'em!
| "Badger" Bloom |
Badger steps up to cover Jimmy and Thomas' retreat, readying his shotgun for the first gecko to get within close range.
Interrupt: 1d10 - 2 ⇒ (8) - 2 = 6
Guns (close range): 1d10 ⇒ 43d4 ⇒ (3, 2, 2) = 7
Thomas Roland
|
day is just Blargh.
Jimmy thinks about doing a headshot, but realizes that that is WAY too hard for him to do, so he just tries a normal shot.
Jimmy Guns +2: 1d4 + 2 ⇒ (4) + 2 = 6
Jimmy Guns ACE!: 1d4 ⇒ 2 = 8, raise
Jimmy Guns damage: 2d4 - 1 + 1d6 ⇒ (1, 1) - 1 + (4) = 5
The well-placed body shot seems do adequate damage to stop the fast lizard. The boy does a whoop, looking like a nine year old at Christmas.
Thomas, feels a surge of adrenaline course through him, priming his veins to take maximum action! He launches a shot.
Tommy Guns: 1d6 + 2 - 2 - 2 ⇒ (6) + 2 - 2 - 2 = 4
Tommy Guns ACE!!: 1d6 ⇒ 4 = 8 raise
Tommy Guns WILD: 1d6 ⇒ 2
Tommy Guns DAMage, AP1: 3d6 ⇒ (4, 1, 4) = 9
Thomas nods in satisfaction as he runs in stark terror from the barely lessoned tidal wave of carnivorous reptiles.
Warhammer looses a flaming hot shot of flaming heat, moving to a defending position of the young human female. "I shall fondue your flaming giblets in a light fruit sauce and serve your entrails with an al dente pasta side dish!" he shouts, then ponders why that was that most intimidating thing he could think of to say.
E weapons: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
E weapons ACE: 1d6 ⇒ 6
E weapons ACE!ACE!!: 1d6 ⇒ 5
HOT DAMage: 1d6 + 2d4 ⇒ (2) + (3, 3) = 8
Oh, and Thomas runs RUN: 1d6 ⇒ 2.
| Aeryicka Hill |
Moving back to join the others, she looked over at Thomas and said, "I'll be on rearguard. With a good stock of healing items, I don't want to be caught surrounded and accidentally lose anything."
| Redbeard the High Elder |
Agility: 1d6 ⇒ 5
Run: 1d6 ⇒ 1
Badger successfully interrupts the gecko and blasts it with his shotgun; not enough to kill it, but the thing stops briefly to try and "shake it off" (shaken)
Jimmy, too, manages to shake one of the beasts before moving to his current location (where, now, too much rubble is in his way to take a shot FYI).
Thomas blasts a nearby gecko and it drops dead, not ash, but with a clear burn hole through it's chest.
Warhammer, too, manages to send a flare square into the chest of another gecko, sending it to it's death with a meager squeal.
The rest surge forward, eager to make a meal of the party.
Unshake Jimmy's Target: 1d6 ⇒ 5
Unshake Badger's Target: 1d6 ⇒ 5
The gecko Jimmy shot manages to shake off his wound and rush forward, as does the gecko Badger shot, which makes a leap from the rubble towards Kristophe with bite and claws.
Multiaction x2 from two attacks and from running
Bite: 1d6 - 4 ⇒ (2) - 4 = -2
Claws: 1d6 - 4 ⇒ (5) - 4 = 1
It simply cannot penetrate the big man's defenses.
During the confusion, Harper slips a piece of paper in Thomas's pocket while he's paying attention to the geckos, and seems to squeeze through the rubble behind her in some cracks only either she, Aeryicka, or Timmy could possibly fit.
| Kristophe Kristophson |
Timmy pops smoke (aiming for z16) and hauls ass backwards
Explosivo: 1d8 ⇒ 3 (Miss) Where did it land?: 1d12 ⇒ 3 it lands in z17 instead. I marked the area in smoke on the map.
Kristophe blasts the gecko in front of him with his shotgun Guns: 1d8 - 2 ⇒ (8) - 2 = 6 Ace: 1d8 ⇒ 3 total =9 Raise
Boom: 4d6 + 1 ⇒ (3, 3, 4, 1) + 1 = 12 the gecko explodes in a shower of gore.
Kris drops the shotgun and pulls his signature weapon (not really but soon)...the Discipliner.
C'mon motherf&+~ers come get some! Kris says as he moves into position next to Warhammer.