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Game Master ZenFox42

Vampires, Zombies, Werewolves and Apple Pie – A Savage Worlds Adventure.

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Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Yes, the 9 Toughness is appropriate right now. It's a shame that we don't all sleep in armor, though, isn't it Nate?

Gavril feels the new clown dig into his shoulder and he lets out a heavy grunt, trying to fight through the pain. Feels appropriate to spend another Benny here.

Vigor to Soak: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1
OOF! Absolutely nothing.

The claws are truly awful, though, and the large man gasps as he feels his flesh tearing. Now on his turn, he'll roll to overcome Shaken...

Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
And a whole lot of nothing here, too.


Arlo, you feel something trying to affect you, but manage to summon the willpower to force it back.
Sorry, I missed the Benny question - yes, you had 4 to start with.
Since Full Defense is a Fighting attack, I'm going to say you drop your weapon on the snake-eyes. Normal action to pick it up (like "drawing a weapon"), but you're an "unarmed defender" until you do so.

Nate's up.


Nate's been MIA for a long time (despite a personal email even), so rolling for Nate to recover from Shaken :

Spirit & Wild: 1d6 ⇒ 61d6 ⇒ 2
Explode: 1d6 ⇒ 3 = 9 -2(Wounds) = 7 is a Success

So he is no longer Shaken, and can act next round.

I will defer the Spirit roll against the Clown's attack (TN = 12) for as long as possible, so the player can do it.


Summary of round 4
John pops of two shots in very rapid succession, but does no damage.
Gavril is badly scratched by his clown, Arlo's clown tries the "hand raise" maneuver on him but with no effect, and Nate's clown tries the same thing.
Faith takes two swings, and misses.
Arlo accidentally drops his weapon in trying to take a more defensive position.
Nate finally recovers from his clown-induced self-paralysis, and can take an action next round.
Gavril remains stunned by the savagery of the clown's attack.

Initiative (start of round 5)
Arlo : Init: 1d1000 ⇒ 809
Faith : Init: 1d1000 ⇒ 523
Gavril : Init: 1d1000 ⇒ 672
John : Init: 1d1000 ⇒ 502
Nate : Init: 1d1000 ⇒ 779
Clowns : Init: 1d1000 ⇒ 647

So, in order : Arlo, Nate, Gavril, Clowns, Faith, John.
(Arlo, please see Discussion)

ALL - please verify I've got all your statuses correct...
NOTES
Nate at -1 Parry (Improvised Weapon)
Arlo is an "unarmed defender" for the moment
Gavril is at -3 Parry and is Shaken
Nate has 2 Wounds (Vigor is d4)
Arlo has 1 Wound
Nate's clown has 1 Wound
DM has at least 2 Bennies


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Arlo bleeding from his wounds, picks up his dropped baton, and attempts to defend himself from these creepy, nightmare inducing circus freaks.


Waiting to hear from Nate, but will move forward soon if not...


I'm going to assume that Nate will *not* make a TN=12 roll, and retcon things if he does. That means that he doesn't get an action this round.

Gavril needs to recover from Shaken and then maybe act.

If his action should negate his clown's action, that should be easy to retcon, so...

Gavril's clown now does the "hands up" thing to Gavril since he's Wounded :
Spirit & Wild: 1d10 ⇒ 21d6 ⇒ 3 = 3
So if Gavril doesn't drop his clown, Gavril must make a Spirit roll vs. TN=3.

With Nate down (presumably) Nate's clown now becomes Faith's clown, and attacks her :
Fighting & Wild: 1d8 ⇒ 81d6 ⇒ 3
Explode: 1d8 ⇒ 1 = 9 vs. Parry=6 is a Success

Damage: 2d10 ⇒ (9, 1) = 10 vs. Toughness=7 is a Success
The rotten stench of the clown's breath assaults Faith's nose, and Faith is Shaken

Once Gavril and Faith have acted, John will act.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 2
Geez! I'm gonna spend a Benny to overcome Shaken and act this turn, as this is getting ridiculous.

Gavril finally pushes through the pain of the claws, shoving himself off of the wall where he's been leaning and spinning to deliver a powerful, full-force backfist across the clown's jaw.

Die+Trademark Weapon+Wild Attack-Wound
Fighting: 1d10 + 1 + 2 - 1 ⇒ (10) + 1 + 2 - 1 = 12 Ace: 1d10 ⇒ 5
Wild: 1d6 + 1 + 2 - 1 ⇒ (6) + 1 + 2 - 1 = 8 Ace: 1d6 ⇒ 1
THERE we go! About time. That's a 17 on the Fighting roll, so 2 raises. I'll push the clown one square away with the attack, although I'm guessing that won't disrupt its mystical mumbo-jumbo.

Strength+Martial Artist+Brawler+Wild Attack+Raise
Damage: 1d8 + 1d4 + 2 + 2 + 1d6 ⇒ (2) + (1) + 2 + 2 + (6) = 13 Raise: 1d6 ⇒ 6 Raise: 1d6 ⇒ 2
We truly praise the RNG, for it giveth and it taketh away. That's a total of 21 Damage, so against a Toughness of 9, that's 3 Raises for 3 Wounds.

Now if we can just resist the blood-draining type thing...
Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 2
Wow. Just wow.


Sheesh, I almost made some sarcastic comment about the TN=3 like "good luck with that", but you're right...wow!

The clown takes a step back to be adjacent to Gavril, and does his thing. Since he got a Success, Gavril's Vigor drops a die to d6, and the Clown heals one Wound, for a total of two.

Everyone hears bones break as Gavril punches the new clown in the face. But after the clown, bloody face still smiling, pulls some of Gavril's life-force from his wounds, some of the damage heals over.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Ouch. Although I did just remember that the Clown might be taking Wound penalties on its roll against me. Would that possibly be enough to save me from the attack?
...Please?


Bennies: 3/3 | Wounds: 0
ZenFox42 wrote:
Nate's been MIA for a long time (despite a personal email even), so rolling for Nate to recover from Shaken... 7 is a Success... So he is no longer Shaken, and can act next round.

Sheesh, given the luck I've had and you hitting it on the first shot, I'm just gonna let you roll for me from now on. Thanks for everyone's patience. I'm finally back... I think...

Spirit & Wild: 1d6 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (6) - 2 = 4 (-2 for Wounds)
Boom!: 1d6 ⇒ 4+4=8, Failure (opposed versus TN 12)

Somehow, the bizarre image of a razor-toothed alien clown bleeding... light?... is so outrageous it makes the situation feel like a dream. Thereby mentally distanced from what's happening, Nate shakes his head and manages to clear the cobwebs.

Unfortunately, he simultaneously feels the very life force being sucked from his body. Drained, he staggers back against the wall again, panting...

Let's see, you wanted an Incapacitation roll as well?

Vigor & Wild (Incapacitation): 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (3) - 2 = 1 (-2 for Wounds)

Quote:
Total of 1 or Less: The character dies.

Hmm... I got back just in time. :o/

... and slides to the floor.


No, you're forgetting two house rules : PC's don't include Wounds on Incapacitation or Bleeding Out rolls, and failure on Bleeding out results in unconsciousness.

So you only die on a snake-eyes, which you can't re-roll (house rule).

So now you're Incapacitated, and rolled a 3, Failure : "Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out."


Gavril, that's right, you acted first. So your clown was at -3 when he attacked, so his TN was 0, which you *do* beat! So no Vigor drop.


Bennies: 3/3 | Wounds: 0

Dayum, Nate can't even get his epic death scene right. :op I can't keep up with all the freakin' house rules.

Obviously the permanent injury is his now firmly-implanted fear of clowns. :op

Injury Table: 2d6 ⇒ (4, 3) = 7
Guts: 1d6 ⇒ 3

Quote:
Guts: Your hero catches one somewhere between the crotch and the chin. Battered: Vigor reduced a die type (minimum d4).

He's already at d4, so you want me to re-roll that?


You'll eventually find out that the Vigor reduction is temporary, so as it comes back it'll be capped at the new value of d6.


Bennies: 3/3 | Wounds: 0

My bad, I was mistakenly thinking he was at d4 when he was actually at d6. So he was at d8 upon awakening, life-force-suckage drained him to d6, then gut-rearranging reduced him to d4 and incapacitated him, knocking him out cold and leaving him bleeding. He'll slowly recover to d6 from the essence-draining, but the internal physical damage is permanent, so he won't naturally recover all the way back to d8. Do I have that right?

Boy, ol' Nate must've gotten lucky with those Graboids because he sure ain't done so hot since signing on with Patriot. :op

-Posted with Wayfinder


Well, no, he was left at d4 from the clown's very good first life-force-suck, then the clown made another very good roll, dropping you "below d4", basically making you Incapacitated (there's nothing in the RAW about that, I made it up).
But the rest of it is correct - the bad Incapacitation roll has left you Bleeding Out (another Vigor roll each round) and "permanently" reduced your Vigor to d6 (it's in quotes because you can always buy it back up with an advancement).
Oh, and technically you're not unconscious, either.


Bennies: 3/3 | Wounds: 0

Ah okay, then I had the Vigor reduction right the first time; thanks. I think I'm in sync now.

I've added coulrophobia to Nate's phobia list since, given his "phobic" personality, I don't see how he couldn't be scarred for life by this. But since he's already trying to not go toward the light :op I'm not going to further shoot him in the foot for this battle. So it'll officially go into effect (resulting in Trait roll penalties) after this melee.

-Posted with Wayfinder


Female Map |Ex-cop Investigator Level 3: Fast 3 Smart 2 Charismatic 1 | HP 30/30 AC 21 Perception 7 Init +4 | F +3 R + 6 W + 3 | Action points 13/13 Portrait Rifle: 5/5 rounds

As a child Faith would be delighted to have her own clown, but this is not what she would have imagined. Part of the cost of becoming an adult, things are never what you imagined them to be as a kid.

Faith is encouraged to hear the crunching of bones behind her, but is desperate to cut one of these things down before she's the last one standing. She'll be making wild attacks this round.

Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3
Result= 9, success + raise [FWIW]

"Breath mint?" she says sweetly once she recovers from the near hit. She clinks her sword and Wakizashi together as she whirls them for another coordinated assault on the clown.

Katana, Wild Attack
Katana Attack: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4
Result = 6 + 2 (wild attack) = 8, Success if Parry = 8

Katana Damage (magic, AP 2, Str + d6 + 2), Wild Attack
Katana Damage: 1d8 + 1d6 + 2 + 2 ⇒ (1) + (4) + 2 + 2 = 9
Result = 5 + 2 (katana bonus) + 2 (wild attack) = 9 (AP 2 if applicable)
Success if Toughness = 9

Wakizashi, wild attack
Wakizashi Attack: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5
Result = 5 + 2 (wild attack) = 7, failure if Parry = 8

Wakizashi Damage (Str + d6), Wild Attack Just in case it did hit.
Wakizashi Damage: 1d8 + 1d6 ⇒ (3) + (4) = 7
Result = 7 + 2 (Wild Attack) = 9


Female Map |Ex-cop Investigator Level 3: Fast 3 Smart 2 Charismatic 1 | HP 30/30 AC 21 Perception 7 Init +4 | F +3 R + 6 W + 3 | Action points 13/13 Portrait Rifle: 5/5 rounds

Forgot to add: Faith's Parry is 3 this turn, due to the wild attack.


Liking the hero/villian banter, Faith! :)

Faith's first attack nearly slashes the clown's face, making him lean back and get off-balance.

Despite the fact that Faith is right behind the clown, John opens fire on him :

Shooting & Wild: 1d8 ⇒ 41d6 ⇒ 3 = 4 + 1(gun) + 2(Marksman) = 7 is a Success
Damage: 2d6 ⇒ (6, 4) = 10
Explode: 1d6 ⇒ 6 Woohoo!
Explode: 1d6 ⇒ 5 =21 vs. Toughness=9 is 3 Wounds

And, thanks to his ring, he can do it again :
Shooting & Wild: 1d8 ⇒ 11d6 ⇒ 5 = 5 + 1(gun) + 2(Marksman) = 8 is a Success and a Raise!

John says "Prepare to go *down*, clown!" with perhaps a little bit of panic in his voice.
Damage: 2d6 + 1d6 ⇒ (4, 1) + (1) = 6 Really, dicebot?? TWO ones?!?

NOTES
Nate at -1 Parry (Improvised Weapon)
Gavril is at -3 Parry
Nate is Incapacitated and Bleeding Out
Arlo has 1 Wound
Faith is at 3 Parry
Faith's clown has 3 Wounds and is Shaken
Gavril's clown has 3 Wounds and is Shaken
DM has at least 2 Bennies


Looking back over the notes, Arlo's clown didn't do anything this round. Since Arlo is Wounded, the clown does the "raised hands" trick :

Spirit & Wild: 1d10 ⇒ 91d6 ⇒ 4
Arlo, make a Spirit roll vs. TN=9


Summary of Round 5
Arlo recovers his baton.
Nate has more life-force drawn from him, and slumps to the floor.
Gavril punches the cr*p out of his clown, breaking his face.
Gavril's clown trys the "hands up" routine, but fails due to extreme pain. Nate's clown shifts his attention to Faith. Arlo's clown also tries the "hands up" routine.
Faith manages to get her clown off-balance.
John manages to get one shot in at Faith's clown, right close to a vital organ, but unfortunately his second shot misses.

Initiative (start of round 6)
Arlo : Init: 1d1000 ⇒ 633
Faith : Init: 1d1000 ⇒ 170
Gavril : Init: 1d1000 ⇒ 758
John : Init: 1d1000 ⇒ 191
Nate : Init: 1d1000 ⇒ 806
Clowns : Init: 1d1000 ⇒ 873

So in order : Clowns, Nate, Arlo, Gavril, (John), Faith

Will wait till tomorrow for the clown's actions, that should hopefully give Arlo a chance to roll his result.


Ooops, that should have read
So in order : Clowns, (Nate), Arlo, Gavril, John, Faith


Gavril's clown tries the "hands up" thing since Gavirl is wounded :

Spirit & Wild: 1d10 ⇒ 41d6 ⇒ 2 = 4 - 3(Wounds) = 1
Gravril, please make a Spirit roll vs. TN=1

Faith's clown attacks her :
Fighting & Wild: 1d8 ⇒ 51d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 - 3(Wounds) = 7 vs. Parry=6 is a Success

Damage: 2d10 ⇒ (6, 10) = 16
Explode: 1d10 ⇒ 6 = 22 vs. Toughness 7 is 3 Raises
Faith takes 3 Wounds unless you care to Soak.

Waiting to see what happened to Arlo last round to decide what his clown does this round.

Everyone else can go ahead and act.


Bennies: 3/3 | Wounds: 0

Presumably Nate's action is to just slump there and bleed (which he seems to be getting pretty good at). :op

-Posted with Wayfinder


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Arlo picks up his weapon, and stares in horror as the clown looks at him with his terrible eyes. He feels a wave of... something wash over him.

1d6 ⇒ 4 Spirit
1d6 ⇒ 6 WD Toal of 7
1d6 ⇒ 1 XD

And spending his forth and final bennie
1d6 ⇒ 4 Spirit2
1d6 ⇒ 5 WD2

Is helplessly overcome with the energy.


Nate gets to make a Vigor roll (no penalties) every round until he stabilizes or passes out.


Arlo, fortunately that's just a Success for the clown, no Raises...

Arlo feels his strength dropping as he watches in horror as...something intangible yet visible...leaves his body thru his wounds, traveling into the open mouth of the clown.

Your Vigor drops to a d4, but you can still act this round.
(Not knowing how you like to play, would you like some advice on your next action? Answer in the Discussion section, or just go ahead if you don't...)


Nertz, I should check my notes, that's why I keep them! Both Gavril's and Faith's clowns are Shaken...

Gavril's clown tries to recover :
Spirit & Wild: 1d10 ⇒ 81d6 ⇒ 3 = 8 -3(Wounds) = 5 is a Success
So Gavril does not have to make a saving throw.

Faith's clown tries to recover :
Spirit & Wild: 1d10 ⇒ 91d6 ⇒ 5 = 9 -3(Wounds) = 6 is a Success
Spending a Bennie so he can act.

Double nertz, Faith's Parry is 3! So an extra d6 Damage :
Damage: 1d6 ⇒ 2
Faith takes 4 Wounds

Arlo's clown tries again :
Spirit & Wild: 1d10 ⇒ 41d6 ⇒ 5
Arlo, please make a Spirit roll vs. TN=5 before you act this round.

NOTES
Gavril is at 3 Parry
Nate is Incapacitated and Bleeding Out
Arlo has 1 Wound
Gavril has 1 Wound
Faith is at 3 Parry
Faith's clown has 3 Wounds
Gavril's clown has 3 Wounds
DM has at least 1 Bennies


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

1d6 ⇒ 5 Spirit
1d6 ⇒ 6 WD Total of 9
1d6 ⇒ 3 XD


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Do I or don't I have to make a save? If the clown succeeded, isn't it acting? I'll roll in case.

Spirit: 1d6 - 1 ⇒ (6) - 1 = 5 Ace: 1d6 ⇒ 3
Wild: 1d6 - 1 ⇒ (6) - 1 = 5 Ace: 1d6 ⇒ 2
Total is 8. Success with a Raise, for what that may be worth.

Gavril lets out another wild shout and slams the clown with his fist again. "Why don't you stop?!?!"

Die+Trademark weapon+Wild Attack
Fighting: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Wild: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Total of 11, which is a hit.
Str+Martial Artist+Brawler+Wild Attack
Damage: 1d8 + 1d4 + 2 + 2 ⇒ (6) + (3) + 2 + 2 = 13
Success with a Raise. If it doesn't soak, it might finally be down!


Gavril - sorry about the multiple confusions.
*Last* round you acted first even tho I rolled the clown's actions first, and your massive punch prevented the clown from doing the "hands up" action.
*This* round I forgot he was Shaken, rolled an action for him, but then remembered he was Shaken, so he also didn't get an action.

Gavil's punch finally hits some vital spot, and his clown drops.


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Arlo seems to have finally lost it. He begins to hoot, and holler like an ape, jumping up onto the bed, and bouncing in a crouch. Suddenly he bends down seemingly ready to spring up again, and grabs the bedclothes firmly in both hands, lunging and attempting to cover up one of the offending funny men.

1d10 ⇒ 8 Skill Trick (INT)
1d6 ⇒ 4 WD


Female Map |Ex-cop Investigator Level 3: Fast 3 Smart 2 Charismatic 1 | HP 30/30 AC 21 Perception 7 Init +4 | F +3 R + 6 W + 3 | Action points 13/13 Portrait Rifle: 5/5 rounds

Pretty much have to try to soak with 4 wounds at once.

Vigor: 1d6 ⇒ 6
Wild: 1d6 ⇒ 2
There's hope.
Vigor Ace: 1d6 ⇒ 1
So much for hope.

Result = 7, success only

So she has 3 wounds and is shaken.

Might as well make my spirit roll to recover from Shaken even though it will have no effect until her turn.

Spirit: 1d6 ⇒ 1
Wild: 1d6 ⇒ 4
Result = 4 - 3 (wounds) = 1, failure.

Faith has 1 Benny left.


Well, 3 Wounds and Shaken is better than Incapacitated...

Arlo's clown looks on, stupified, at his performance :
Smarts & Wild: 1d6 ⇒ 11d6 ⇒ 2
And is Shaken!

Arlo, you can move from the room up to your Pace-Wounds in squares. You can move past anyone without incurring AoO's.


Male Human

I guess just John hasn't acted yet...

Shooting Faith's clown, called shot to the head (-4) :
Shooting & Wild: 1d8 ⇒ 71d6 ⇒ 2 = 7 +1(weapon) + 2(Marksman) -4(called) = 6 is a Success

Damage: 2d6 ⇒ (1, 6) = 7
Explode: 1d6 ⇒ 1 = 8 +4(called) = 12 vs. Toughness=9 is just a Success (thanks dicebot for TWO 1's *again*!)
Faith's clown is Shaken

Shooting & Wild: 1d8 ⇒ 41d6 ⇒ 2 = 4 +1(weapon) + 2(Marksman) = 7 is a Success
Damage: 2d6 ⇒ (4, 2) = 6 does not get thru Toughness

John calls out "Faith, I think he's distracted! Get away from him, and come over to me, NOW!" There's an urgency in his voice that seems to indicate he has a plan...

So if Faith acts before the clowns next round, her clown will be Shaken, and she can move away without taking the Withdraw AoO. Ditto if he acts first but stays or gets Shaken before Faith's action.


Faith - John acted before you, and even tho you failed to recover from Shaken, you can still move. And your clown is Shaken, so he can't take a parting shot.
Do you want to move over to John as part of your action this round?


Summary of Round 6
Gavril's clown remains stunned from the savagery of Gavril's previous blow.
Faith's clown viciously attacks her, his pointy claw-like hardened fingernails tearing into her abdomen, *almost* committing hari-kari on her.
Arlo's clown draws some of Arlo's life-essence from him
Nate lies on the floor, gasping for breath (need a Vigor roll when you can for Bleeding Out).
Arlo pretends to go crazy (or *is* he pretending?), and so shocks his clown that Arlo manages to scamper away (don't forget to move yourself to your new location on the map)
Gavril *finally* punches his second clown into submission as well.
John fires twice, but only manages to graze the head of Faith's clown, stunning him for a moment.
Faith is so shocked by her clown's attack, seeing his hand sink deep into her abdomen, that she cannot act.

Initiative (start of round 7)
Arlo : Init: 1d1000 ⇒ 998
Faith : Init: 1d1000 ⇒ 592
Gavril : Init: 1d1000 ⇒ 487
John : Init: 1d1000 ⇒ 135
Nate : Init: 1d1000 ⇒ 15
Clowns : Init: 1d1000 ⇒ 810

So in order : (Nate), Faith, Clowns, John, Gavril,
and Arlo gets the Joker - act when you want, +2 attack, +2 Damage (IF you attack, you don't have to)

NOTES
Gavril is at 3 Parry
Nate is Incapacitated and Bleeding Out
Arlo has 1 Wound and is at d4 Vigor
Gavril has 1 Wound
Faith is at 3 Parry
Faith has 3 Wounds and is Shaken
Faith's clown has 3 Wounds and is Shaken
DM has 6 Bennies


Female Map |Ex-cop Investigator Level 3: Fast 3 Smart 2 Charismatic 1 | HP 30/30 AC 21 Perception 7 Init +4 | F +3 R + 6 W + 3 | Action points 13/13 Portrait Rifle: 5/5 rounds

I forget, can a shaken character move? Faith already failed her spirit roll to recover from shaken, so if she can't move when shaken, she'll spend her last Benny and move as John suggested.

If she has to spend a Benny to lose the shaken condition, then she'll make a sword attack on the clown before moving. I'll post the rolls if this is the case.

Edit: I looked up the answer myself. Shaken characters can take free actions only, which includes movement. So she will not spend a Benny but move 3 spaces [6-3 (wounds)] while saying, "Boy, am I going write a strongly worded Yelp review of this hotel!" Her voice is strained to speak over the pain in her gut.


Bennies: 3/3 | Wounds: 0

Wow, you guys moved fast since my last post.

"And the circus," Nate adds weakly. "Don't forget the circus."

Vigor & Wild (last round): 1d4 ⇒ 41d6 ⇒ 1
Boom!: 1d4 ⇒ 1+4 => 5, Success. "No death for you! Come back, one round!"

Vigor & Wild (this round): 1d4 ⇒ 11d6 ⇒ 2 => 2, Failure. Uhh...


Nate - so, you're unconscious for the time being. At least that's one less thing off your plate while you're in catch-up mode... :)

John says to Faith "Hold on for just a second..." "Hold" being the significant, literal word here.

Arlo, I need to know where on the map you've moved to, I think your Pace is 5 from where you were.


"Faith's" clown now becomes Gavril's clown.

Recovering from Shaken :
Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 6
Explode: 1d10 ⇒ 8 = 18 -3(Wounds) = 15 is a Success and 2 Raises
So he can act.

Taking a step over and raising his hands :
Spirit & Wild: 1d10 ⇒ 11d6 ⇒ 2 Phooey! Spending a Benny
Spirit & Wild: 1d10 ⇒ 61d6 ⇒ 3 = 6 -3(Wounds) = 3 Still not that great, but...
Gavril, make a Spirit roll vs. TN=3 (including your Wound).

Arlo's clown tries to recover from Shaken :
Spirit & Wild: 1d10 ⇒ 81d6 ⇒ 6
Explode: 1d6 ⇒ 3 = 9 is a Success and Raise

Will wait to see where Arlo moves and what he does with his Joker first...


Male Human

John touches Faith's shoulder and concentrates :

Magic & Wild: 1d10 ⇒ 51d6 ⇒ 6
Explode: 1d6 ⇒ 5 = 11 is a Success and a Raise
Faith - you feel significantly better as the rips in your intestines heal over, and you stop bleeding. You're now at 1 Wound.

John says grimly "Go get 'em, girl!"

John takes aim at the clown attacking Gavril :
Shooting & Wild: 1d8 ⇒ 21d6 ⇒ 4 = 4 + 1(gun) + 2(Marksman) = 7 is a Success

Damage: 2d6 ⇒ (2, 2) = 4 Aw, come on! My next advancement is No Mercy, fer shure...
No damage to the clown.


Note to Faith - Healing does not remove Shaken, so you still have to first roll to recover.


Novice (16 XP) | Parry 7, Toughness 9 (2) | 0 Wounds | 3 Bennies

Spirit: 1d6 - 1 ⇒ (5) - 1 = 4
Wild: 1d6 - 1 ⇒ (5) - 1 = 4
4 on both counts, so that's a Success.

Finally turning around after downing his clown, Gavril sees past the other one to his friends. "NATE!" he cries, seeing the man's wounded body slumped against one wall. With a roar, the Romanian Sensation powers through the clown's mystic assault and smashes his fist forward at the monster. Wild Attacking again

Fighting+Trademark Weapon+Wild Attack
Fighting: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Wild: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
8 is just barely a success against its Parry.
Str+Martial Artist+Brawler+Wild Attack

Damage: 1d8 + 1d4 + 2 + 2 ⇒ (7) + (4) + 2 + 2 = 15 Ace: 1d4 ⇒ 3
Total of 18, which is a Success and Two Raises against Toughness 9. Hopefully this clown will drop...


Yep, that's one dead clown.

That leaves Arlo (who has to move to his final position on the map) with the Joker,
and Faith (who is Shaken).


Male Human Investigator, Wounds 3/3, Bennies 4/4, PP 4/10

Any way we can post the map to the campaign info or something so it's easier to find?

Arlo makes a quick dash to the corner of the room furthest from any conflict, and hits speed dial #3 on his phone... which happens to be headquarters. It's time to get some help either taking these things out, or covering up what has happened.


Female Map |Ex-cop Investigator Level 3: Fast 3 Smart 2 Charismatic 1 | HP 30/30 AC 21 Perception 7 Init +4 | F +3 R + 6 W + 3 | Action points 13/13 Portrait Rifle: 5/5 rounds

Reminder: Faith already rolled to remove the shaken condition and failed. Next turn, if she doesn't make the roll, she'll probably use her last Benny so she can attack.


Faith's last roll to recover was last round. Then (last round) she moved over to John. This round, John asked her to Hold so he could go first and Heal her. Now Faith can go off Hold, but must still become un-shaken to act. Since it's a new round, I'd suggest trying the Spirit roll anyway first, just in case you don't have to spend a Benny...
-Arlo : please see Discussion

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