World of Remnant: Beacon Academy

Game Master Aloha-Shirt-Samurai

Merged thread for both Aloha and Rungok's RWBY campaigns.


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Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Carmine sighs. Now THIS is something that Red Queen could help with.

He flips both pistols into the air, the two flintlock-style weapons connecting together and reconfiguring. Seconds later, Carmine lifts a two-foot long baton, while the orb hovers over his head, the sphere with two pronged horns. As he shifts his weapon, he backs away from the spider carefully.

Full turn spent changing my weapon into Red Queen mode. Moving back as far as is safe.


Beoh, I'll save your rolls but they'll come up on your action. :)

Tana's roll should be opposed, so...

Ursa Fighting: 1d8 ⇒ 8
Ursa Fighting Ace: 1d8 ⇒ 4

Not even close.

And I'm putting Tora on hold.

On the Spider's Sleeved King of Spades: The huge thing finally stirs, moving forward and aggressively pulling its web, including the far stretches of it that are barely visible in the darkness. Thin fibers that have fallen under chunks of rock and altar stretch away, coming up from under the dirt and pulling inward.

Spider Strength: 1d12 + 4 ⇒ (9) + 4 = 13
Spider wild: 1d6 ⇒ 2

Carmine and Shamrock, give me an agility or strength check (your choice) at a -2. Failure means being pulled in 6 pace closer.

On the Two of Clubs: The creeps above ground circle for Tana as she clings to the Ursa's leg. Those below sprint for Azure as she retreats from the spider.

Many Fighting Rolls:
Fighting v. Azure (+Gangup Bonus): 1d6 + 2 ⇒ (2) + 2 = 4
Fighting v. Azure (+Gangup Bonus): 1d6 + 2 ⇒ (5) + 2 = 7
Fighting v. Azure (+Gangup Bonus): 1d6 + 2 ⇒ (3) + 2 = 5
Fighting v. Tana (+Gangup Bonus): 1d6 + 2 ⇒ (5) + 2 = 7
Fighting v. Tana (+Gangup Bonus): 1d6 + 2 ⇒ (4) + 2 = 6
Fighting v. Tana (+Gangup Bonus): 1d6 + 2 ⇒ (4) + 2 = 6
Damage v. Tana: 1d8 + 1d4 ⇒ (3) + (4) = 7
Damage v. Tana: 1d8 + 1d4 ⇒ (4) + (2) = 6
Damage v. Tana: 1d8 + 1d4 ⇒ (2) + (3) = 5
Damage ace: 1d4 ⇒ 1

Azure is able to easily keep moving and keep the Creeps at bay, however Tana is not quite so lucky. Trapped between the bear and the creeps, she's constantly fighting to keep them off of her and ends up stunned and off balance.

Tana is shaken. Azure is unharmed, but withdrawing from combat with the creeps will allow them an attack on her.

Round 2 Combat Card Draw:

On Hold: Tora
Ace of Spades: Beowolves
Ace of Diamonds: Beoh
Ace of Clubs: Azure
King of Spades: Tana
Jack of Diamonds: Sorzar
Ten of Spades: Grimm Spider
Ten of Diamonds: Carmine
Eight of Clubs: Onyxia
Five of Diamonds: Azure (Action 2)
Three of Hearts: Shamrock
Creeps: Two of Spades

On the Ace of Spades:

Spirit: 1d6 ⇒ 1
Spirit: 1d6 ⇒ 5

One of the fallen Bewolves is able to shake off the fall they took down below, but the other is still stunned. Out of range of the combatants, they wait this round.

Beoh, Azure, Tana and Sorzar are up first. :)


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Azure takes her first action to change Grimm Reaper back into its melee form, and attack one of the creeps surrounding her :

Fighting & Wild, -2 MAP: 1d10 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (4) - 2 = 2 = 2

She takes her second action to attack another one of the creeps :

Fighting & Wild: 1d10 ⇒ 101d6 ⇒ 6
Double Aces!: 1d10 ⇒ 101d6 ⇒ 1
Another Ace!: 1d10 ⇒ 3 = 23 I'm pretty sure that's a hit with a raise...

Damage: 1d6 + 1d8 + 2 + 1d6 + 4 ⇒ (2) + (3) + 2 + (2) + 4 = 13 (+4 due to Smite cast earlier)

Reaper, please note that her scythe has Reach, so once she turned it into the scythe, she would have taken a step back from all her opponents in order to be able to use it, but that would not have triggered a Withdraw attack, as Withdraw is triggered when the defender moves out of *his* weapon's range (that's not in the SW manual, but is explained on the forums by Clint : "if you move farther than your weapon's Reach from a (non-Shaken) foe you are fighting, they will get a free attack").


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

Go ahead and assume my last post is what I do this round.


Wounds 2 Fatigue 0 Power Points 10/10 Charisma 0 Pace 6 Parry 6 Toughness 8 (2) Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d6 Fighting d10, Intimidation d6, Notice d4, Repair d4, Shooting d8, Stealth d6, Throwing d4

Frowning at the unmoved grizzly, Tana shakes her head. "No, no, this is the part where you..."

Fighting (Takedown/Wound penalties): 1d10 - 2 - 1 ⇒ (1) - 2 - 1 = -2
Fighting (Takedown/Wound penalties): 1d6 - 2 - 1 ⇒ (1) - 2 - 1 = -2

"...Fall, down! Fall down! Fall down, fall down, fall down!" She shouts, getting increasingly more frantic as the huge beast still refuses to budge.

All I wanted was to judo a bear, and now I have no bennies. :'c


Wounds: 0 Fatigue: 0 Parry: 6 (7) Toughness: 5 (1) Charisma: +2 (+0) Aura: 10/10 Notice: d6 Fighting: d8 Throwing: d8 Stealth: d4 Bennies: 3

Seeing the trouble that Tana was in and the sheer brutality that his clone was destroyed, Sorzar rushes in with Mirage and swings the motorized, vicious yo-yo at the beast.

Doing another Wild Attack. With Tana and Beoh engaging the Ursa Major, I get an additional +2 for gang up.

Wild Attack: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Wild Die: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

"C'mon baby! LET HER RIPPPPP!!!!" Sorzar cheers, the blades tearing against Grimm flesh and carapace.

Damage: 1d6 + 2d4 + 2 ⇒ (3) + (2, 2) + 2 = 9

And the blades skip off again, the attack just not finding the right place to tear into the Ursa Major.


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

I'm actually fighting the giant spider below. not the Ursa


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Am I next?

-Posted with Wayfinder


Wounds: 0 Fatigue: 0 Parry: 6 (7) Toughness: 5 (1) Charisma: +2 (+0) Aura: 10/10 Notice: d6 Fighting: d8 Throwing: d8 Stealth: d4 Bennies: 3

Sorry about that. Need to do some rereading myself then. Subtract one from those attack rolls then.I think if it is your card, just go ahead. It'll keep everything moving unless Aloha says otherwise -nod- :P


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Carmine will start backpedaling, pointing at the giant spider grimm with the baton in his hand. The pronged points on the orb over his head glow brightly and then fire a pair of concentrated rays of light that slice across the thing with great power.

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

Damage: 2d8 + 1 ⇒ (5, 5) + 1 = 11


Bennies 3/3 Wounds 0 Fatigue 0 Power Points 9/10 Charisma 0 Pace 6 Parry 5 (7) Toughness 6 (1) Strength d8 Agility d8 Smarts d6 Vigor d6 Spirit d6 Fighting d6 (d10) Shooting d6 (d10) Notice d6 Repair d4 Driving d4 Gambling d4 Lockpicking d4 Streetwise d4 Stealth d6 Knowledges: WC/DC d4

Onyxia seeing the difficulty in distracting and taking down the Major Ursa she will attempt to assist Tana who seems to be wrestling with the Major and Sorzar who is jumping around it. She will switch her weapons to melee mode "You see. The key to taking something down." and do a running slide between it's knees and attempt to take it's legs out from under it to help them with Rose and Gild."Is to weaken the foundation!"

Switch
(+4 onslaught and wild -2 multi-action)
Rose: 1d10 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (3) + 2 = 5
Gild: 1d10 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (5) + 2 = 7

2ap vs rigid
Rose: 4d8 + 2 ⇒ (1, 8, 8, 2) + 2 = 21
Gild: 2d8 + 2 ⇒ (4, 2) + 2 = 8

Semblance: 1d6 ⇒ 21d6 ⇒ 3 dang


Inactive

After being suddenly pulled closer to the spider, Shamrock decides to dash even closer to the Grimm and shoot the enemy at almost point blank range.

"Take that!"

Agility: 1d12 - 2 ⇒ (1) - 2 = -1 Great.

I'm in 2 paces from spider, so no penalty.
Shooting 1: 1d10 ⇒ 8 Shooting 2: 1d10 ⇒ 2 Shooting 3: 1d10 ⇒ 9
Wild: 1d6 ⇒ 2

Damage 1: 3d6 ⇒ (3, 6, 2) = 11 Ace: 1d6 ⇒ 6 Ace: 1d6 ⇒ 1 Raise: 1d6 ⇒ 4
Damage 3: 3d6 ⇒ (4, 3, 3) = 10 Raise: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4

Total damage: 42


Apologies again for the stutter-stops. I'll make sure to get you guys back to more frequent updates (Every other night or so) up until we split the threads. Still working on the updated PDF, but my home copy of Acrobat is kind of borked so I'm having some trouble editing.

By all means, if I stall, feel free to keep moving. I'll place people on hold if they don't post in time, so no reason you guys can't do the same to the GM. :P

I forgot to post the card I drew for the Ursa, so we'll resolve it's action along with the Creeps.

Tora if you're still around get with me, if you're having difficulty understanding, send me a PM.

Below Ground:

Azure's first swing whiffs, being easily dodged, but the follow up is swift and brutal, pounding one of the Creeps into the ground where it melts away into the dirt. The extra range of her weapon is keeping them from closing in or swiping at her as she backs up.

Beoh's wild swings do the first real damage to the enormous spider. The first shot seems to stun it, and the second swing actually pops one of the huge leg joints, leaving it skittering and reeling for a moment. Shaken > 1 wound It rears back to swing before being caught off guard by Carmine's shots from the Red Queen skimming along its carapace. They don't pierce, but knock it off balance as Shamrock, reeled in close, is able to get a cleaner shot and shoots the injured leg clean off.

Shaken from Beoh's first swing, wounded once by the second, wounded a second time by Shamrock's first shot. Spending a GM benny to soak Shamrock's second.
Grimm Spider Soak: 1d12 + 4 ⇒ (12) + 4 = 16
Wild: 1d6 ⇒ 6
Grimm Spider Ace: 1d12 ⇒ 5
Wild ace: 1d6 ⇒ 6
Wild ace: 1d6 ⇒ 2
Soaks the wounds from Shamrock's second shot.

Above Ground:

Fighting: 1d8 ⇒ 1

Tana, unable to budge the Ursa is instead kicked by the beasts' back paws. It can't find any purchase as it kicks blindly, but shakes her off. Sorzar's swings skim off the carapace, but as it arches its back up to bite at the empty air where he was, Onyxia is free to skim under, her shot from Rose...

Benny
Ursa soak: 1d12 ⇒ 2
One more
Ursa soak: 1d12 ⇒ 3

...Obliterating its right leg and dusting the whole creature.

On the Two of Spades:

Many Fighting Rolls:

Creeps v. Azure
Fighting (+Gangup Bonus): 1d6 + 1 ⇒ (1) + 1 = 2
Fighting (+Gangup Bonus): 1d6 + 1 ⇒ (1) + 1 = 2

Creeps v. Tana
Fighting (+Gangup Bonus): 1d6 + 2 ⇒ (4) + 2 = 6
Fighting (+Gangup Bonus): 1d6 + 2 ⇒ (6) + 2 = 8
Fighting (+Gangup Bonus): 1d6 + 2 ⇒ (3) + 2 = 5
Fighting Damage (+Wild): 1d8 + 1d4 ⇒ (3) + (1) = 4
Fighting Damage (+Wild): 1d8 + 1d4 ⇒ (8) + (4) = 12
Fighting Damage (Aces): 1d8 + 1d4 ⇒ (8) + (3) = 11
Fighting Damage (Ace): 1d8 ⇒ 7
Facepalm. 6 wounds

Grimm Spider v. Beoh/Shamrock (Sweep)
Fighting: 1d12 ⇒ 2
Fighting Wild: 1d6 ⇒ 5

Below ground, the creeps seem wary enough of Azure that they're barely able to land a hit on her even as they try to corner her.

The creeps above ground converge on Tana as the weakest available target, still bowled over by the swings from the Ursa. Her armor asbsorbs the first shallow strike, but before long, two of them have gripped her and pinned her for a brutal finishing strike.

The spider spins, throwing out its huge legs. Off balance from its wounds, its unable to hit Shamrock or Beoh, the only targets in range.

Combat Card Draw Round 3:
Red Joker: Beoh
Black Joker: Shamrock
Queen of Spades: Carmine
Queen of Clubs: Creeps
Jack of Spades: Onyxia
Ten of Hearts: Azure
Nine of diamonds: Beowolves
Five of Spades: Grimm Spider
Four of Hearts: Sorzar
Four of Diamonds: Azure

Beoh, Shamrock and Carmine are up!


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Targeting System: Recalibrated. Welcome, Carmine. Red Queen says, powering up and firing another pair of beams at the spider.

Shooting: 1d8 + 1 ⇒ (1) + 1 = 2
1d6 ⇒ 5

2d8 + 1 ⇒ (8, 5) + 1 = 14
Raise: 1d12 ⇒ 5
Total Damage: 19

Agility: 1d8 ⇒ 4
1d6 ⇒ 5

Carmine manages to keep his footing as he backflips over a thick thread of web. "Whoohoo!" he exclaims excitedly.


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

As Beoh is riding the massive spider, he looks lup and sees both Carmine's beams coming in and the creeps pinning down Tana. Nodding to Carmine, Beoh waits for the next bound and uses it to springboard himself into the air, propelling him into a triple summersault and arcing to land next to Tana.

Agility | Wild die: 1d8 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7

Sticking the almost perfectly silent landing, the only noise the creep hears is when Beoh growls slightly before swinging his claw at him.

Left-hand | Wild Die: 1d10 + 2 ⇒ (9) + 2 = 111d8 + 2 ⇒ (2) + 2 = 4
Damage: 1d8 + 1d6 + 2 ⇒ (3) + (6) + 2 = 11
Ace!: 1d6 ⇒ 1

Even as he slashes his left-hand blade into one of the creeps, his right-hand blade is arcing into the other one.

Right-hand | Wild Die: 1d10 + 2 ⇒ (3) + 2 = 51d8 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 + 1d6 + 2 ⇒ (2) + (4) + 2 = 8


Inactive

Noticing Beoh's leap, Shamrock looks up and sees Tana overwhelmed by the Grimms. He jumps up and does a backflip, disappearing in a cloud of leaves and reappearing right behind the creeps that are attacking Tana. Using the surprise Shamrock takes a shot at each one.

Semblance: 1d6 ⇒ 4

Shooting 1 + Ace: 1d10 + 1d10 ⇒ (10) + (8) = 18
Shooting 2: 1d10 ⇒ 9
Shooting 3: 1d10 ⇒ 6
Wild: 1d6 ⇒ 4

Damage 1: 3d6 ⇒ (2, 3, 6) = 11 Raises: 3d6 ⇒ (3, 4, 6) = 13 Aces: 2d6 ⇒ (2, 6) = 8 Ace: 1d6 ⇒ 5
Damage 2: 3d6 ⇒ (4, 5, 5) = 14 Raise: 1d6 ⇒ 3
Damage 3: 3d6 ⇒ (1, 4, 6) = 11 Ace: 1d6 ⇒ 1

Total damage: 37, 17 and 12. I'll spread it between the creeps that surrounded Tana.


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Carmine, one of your damage rolls "Aced" (rolled its max value), so you get to add *another* d8 to your damage total!

Shamrock, you need to subtract 2 from *all* your Shooting rolls because of the ROF 3 (that brings your second shot down from a Raise to only a Success).
And, you don't get a d6 *per* Raise on your Shooting or Fighting rolls, only *one* d6 on one *or more* Raises. It'll be up to Remnant to resolve that one...


Inactive

Oh. I'll remember the part about Raises. But I don't have -2 on shooting, because spread quality gives +2 on rolls.


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8
Azure Crowder wrote:
Carmine, one of your damage rolls "Aced" (rolled its max value), so you get to add *another* d8 to your damage total!

Yes, that I'm well aware! I have a weapon feature that actually increases my raise damage die by 2 steps, which is why I rolled the d12 and added it to the damage! :)


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Carmine, two things : the 8 on your normal dice damage is *still* an "Ace", and you get to roll it again. That's independent of rolling the "extra" die for getting a Raise on your Shooting.
...But that begs the question, why did you roll the d12 in the first place? You rolled a 6 (the +1 also gets added to the Wild die) on your Shooting, which is a Success, but not a Raise against a TN of 4.
So, subtract the 5 from the Raise and roll a d8 again...

Shamrock - cool build, taking ROF 3 *and* Spread!


Bennies 3/3 Wounds 0 Fatigue 0 Power Points 9/10 Charisma 0 Pace 6 Parry 5 (7) Toughness 6 (1) Strength d8 Agility d8 Smarts d6 Vigor d6 Spirit d6 Fighting d6 (d10) Shooting d6 (d10) Notice d6 Repair d4 Driving d4 Gambling d4 Lockpicking d4 Streetwise d4 Stealth d6 Knowledges: WC/DC d4

since we are talking in game play again

Shamrocks proper damage based off dice roll order and proper placement if he is indeed within 4 squares or 24 ft. oddly enough better results with the medium range and -2 and lose a d6 due to last hit dealing lethal instead of shaken at-least most likely.

First=2+3+6+3+4=18
Medium dmg 2+3+6+3=14

Second=6+2+6+5+4+5=28
Medium dmg 4+6+2=12

Third=5+3+1=9
Medium dmg 6+5+4=15


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

That's why I made a straight-up melee character. Less calculations =D


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8
Azure Crowder wrote:

Carmine, two things : the 8 on your normal dice damage is *still* an "Ace", and you get to roll it again. That's independent of rolling the "extra" die for getting a Raise on your Shooting.

...But that begs the question, why did you roll the d12 in the first place? You rolled a 6 (the +1 also gets added to the Wild die) on your Shooting, which is a Success, but not a Raise against a TN of 4.
So, subtract the 5 from the Raise and roll a d8 again...

Shamrock - cool build, taking ROF 3 *and* Spread!

Maybe I don't understand what the weapon ability I purchased did for me. I was under the impression that it applied to my damage dice, not my attack rolls.


Carmine, when you get a raise on a fighting/shooting roll, you ordinarily add a d6 to the damage roll. My understanding is that the weapon ability you purchased (Very High Raise Die) changes that d6 into a d12. In this case, you didn't get a raise on your shooting, but your damage did ace due to rolling the maximum number. :) I'll rule on your damage once you roll that last d8.

Shamrock's damage only really changes on the first one, and since he had teleport, I'm going to say he was within the first range cat for his spread. I'm just going to keep the first ace and first raise die. His first three dice came out to 11 (one ace), plus his first die he rolled for the raise was 3, plus the first ace he rolled was 2, plus 2 damage for the joker. At 18 he already kills an extra creep handily. Recounting by the way the dice might have fallen if he'd rolled the proper number of dice is cool, but a lot of extra effort. Between him and Beoh, they already shred the three creeps pretty much no matter what. :)

Beoh, I feel you. I gave Tana a ranged option because it's RWBY and everything is bullets!!* but there's so much extra math involved when you start including customizable ranged weapons. This is the price you pay for rule of cool. :)

Beoh's claws cut clean through the Creep tearing into Tana, and it shrieks as it dissolves into dust across the forest. His second swing doesn't quite kill another Creep, but it impales and picks it up, the creature screeching and leaning in for a bite before being blown off of his claw by Shamrock's close-range spread. The remaining creep is dusted by a shot to the neck that sends it flying into a tree, where it smashes into rapidly-dusting pieces.

With the creeps dead, Azure and Onyxia are up. The only remaining Grimm in the immediate area are the spider and the two beowolves below ground. :)

*including the dog


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

corrected ace: 1d8 ⇒ 6

-Posted with Wayfinder


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

Without saying anything, Beoh will flick his wrist on his left hand, which causes his claw to collapse back down momentarily into a wristband, and then he will offer Tana his hand and forearm.

After helping her up, Beoh will shoot Carmine a brief nod and then turn towards the pit and the giant beast below.


Bennies 3/3 Wounds 0 Fatigue 0 Power Points 9/10 Charisma 0 Pace 6 Parry 5 (7) Toughness 6 (1) Strength d8 Agility d8 Smarts d6 Vigor d6 Spirit d6 Fighting d6 (d10) Shooting d6 (d10) Notice d6 Repair d4 Driving d4 Gambling d4 Lockpicking d4 Streetwise d4 Stealth d6 Knowledges: WC/DC d4

"Any one know how to patch anyone up? I think we need a medic!" Onyxia will call out on seeing Tana's condition "Thanks for the help guys" not seeing anything else up above but hearing the fighting going on down below she will move over toward the ledge passing shamrock"Tag me in Sham looks like some fun still going on down below" She will toss up her weapons really quick switching them to shotguns as she isn't sure what to expect down below while they are in the air she will attempt to get a high five from Shamrock. Then leaping off the ledge at her target/s below.

If the spider is alive she will land on it crouching with both guns flush and firing springing her off the spider toward the Beowolfs. If the spider is dusting she will attempt to get as close to beo's as she can before unloading one gun on each.

Rose 1: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (4) - 2 = 2
Rose 2: 1d6 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (3) - 2 = 1
Gild 1: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1
Gild 2: 1d6 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (1) - 2 = -1
Whole lot of nothing but no botch

"It is so dark down here how can you guys see anything?" With the huge report in the enclosed cavern she will quickly then mumble "Definitely need more aura to the eardrums next time I shoot these indoors like this."

Semblance: 1d6 ⇒ 51d6 ⇒ 5 Next round I think I will have much better luck.... if there is one.


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Seeing as the creeps are all taken care of, Azure changes her weapon back into ranged form, and follows Onyxia down into the cave, firing her weapon just before she lands on the spider's back (so TN=4, not Parry) :

Shooting & Wild, -2 MAP: 1d10 ⇒ 61d6 ⇒ 4 = 4, Success
Damage: 2d6 + 2 + 4 ⇒ (1, 2) + 2 + 4 = 9 (+4 due to Smite)

And again :

Shooting & Wild: 1d10 ⇒ 11d6 ⇒ 6
Ace!: 1d6 ⇒ 3 = 9, Success and Raise (no MAP due to Quickness)
Damage: 3d6 + 2 + 4 ⇒ (3, 3, 5) + 2 + 4 = 17

While her first shot hit the spider's back at an angle, her second shot was more perpendicular, doing more damage.

She uses the momentum from her shots to spring off the spider, landing near one of its back legs.


Wounds: 0 Fatigue: 0 Parry: 6 (7) Toughness: 5 (1) Charisma: +2 (+0) Aura: 10/10 Notice: d6 Fighting: d8 Throwing: d8 Stealth: d4 Bennies: 3

Semblance: 1d8 ⇒ 7
Wild Die: 1d6 ⇒ 5

Sorzar watched as the Ursa Major turned to dust, focusing in again on himself. A second version of himself split outwards, looking back towards the original with a grin.

"How are things going?" He asked, making the original Sorzar sigh and shake his head. "We're looking awful right now! We haven't done anything!"

With a nod, the two of them turn towards the hole and leap down, the chains snapping together and returning into Shimmer. The sharp blades catch into the wall, slowing their descent enough to land in the hole.

Turning towards the remaining Grimm, the clone and Sorzar throwing their shields with all their might. Flying through the air, the massive discuses cut along the Grimm.

If the spider is still alive, attacks will favor him. Leftover attacks will target the last beowolf in the pit. Range is 3/6/12 so apply penalties as appropriate.

Fake Sorzar's Throwing: 1d8 ⇒ 1
Damage: 2d8 ⇒ (6, 8) = 14
Ace: 1d8 ⇒ 1

The clone's attack hits the wall wrong though, circling back too quickly and dangerously. "Aw crap..." It mutters before the blade smashes through the clone, both turning into sand that fades to nothing.

Real Sorzar's Throwing: 1d8 ⇒ 1
Real Sorzar's Wild Die: 1d6 ⇒ 2

Wow, the algorithm wants me to die today. Spending a benny.

Real Sorzar's Throwing: 1d8 ⇒ 1
Real Sorzar's Wild Die: 1d6 ⇒ 4

...and another...

Real Sorzar's Throwing: 1d8 ⇒ 3
Real Sorzar's Wild Die: 1d6 ⇒ 5

Sweet. An attack that doesn't hit me as well -_-

Shimmer's Damage: 2d8 ⇒ (5, 6) = 11

11 points of damage with AP 1.


Wounds 2 Fatigue 0 Power Points 10/10 Charisma 0 Pace 6 Parry 6 Toughness 8 (2) Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d6 Fighting d10, Intimidation d6, Notice d4, Repair d4, Shooting d8, Stealth d6, Throwing d4

Vigor: 1d6 - 3 ⇒ (6) - 3 = 3
Vigor ace: 1d6 ⇒ 2 = 5
Vigor Wild: 1d6 - 3 ⇒ (1) - 3 = -2
Woo, not dying yet, boys!

"Thanks," Tana manages to choke out before half-collapsing against Beoh, then slumping the other way to lean against a tree for support as Beoh steps toward the pit. "Rah. Kick its ass." Her eyes never quite focus, and she groggily plugs her stomach wound with her hand.


Carmine's shot from Red Queen lances through the spider's abdomen, giving it a clear wound that leaks black across the webs on the cave floor. The huge things winces, screeching, and charges. Before it can bear down on Carmine, Azure shoots into its back and then jumps off...

The GM spends another of his dwindling multitude of bennies
Spider Soak: 1d12 + 4 ⇒ (10) + 4 = 14
Spider Wild: 1d6 ⇒ 3

...Stopping its momentum, but not managing to truly wound it.

On the Nine of Diamonds: The Beowolves, dodging around Onyxia's short-range fire, growl. One goes low, the other high, as they swing for her...

Fighting (+Wild\+Gangup): 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Fighting (+Wild\+Gangup): 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Fighting Damage (+wild): 1d10 + 1d4 + 2 ⇒ (7) + (2) + 2 = 11 = 1 wound to Onyxia

On the Five of Spades: The spider shakes its massive head, eyes visibly wincing, before it bears down on Carmine for a direct attack.

Fighting: 1d12 - 1 ⇒ (2) - 1 = 1
Fighting wild: 1d6 - 1 ⇒ (4) - 1 = 3

The huge bite is thrown off course, however, as Sorzar leaps down. His chain once again, doesn't quite manage to wound it, but throws it off course, makign it miss Carmine by a mile.

Azure your second action is remaining in the round. I'll post up the card draw for the next round if you don't kill the spider. :)


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Remnant, I took my two actions above : 1)switch weapon format and fire (9 damage), and 2)fire (17 damage).


Woops! That's a whiff on my part.

Round 4 Combat Card Draw:
Red Joker: Beoh
Ace of Spades: Shamrock
King of Spades: Azure
King of Diamonds: Grimm Spider
King of Clubs Carmine
Nine of Clubs: Onyxia
Six of Diamonds: Beowolves
Three of Diamonds: Azure
Two of Clubs: Sorzar


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

Beoh will turn back as he sees Tana staggering to stand and attempt to treat her wounds before diving back into the fray.

Gonna multi-action to do an untrained heal check and then move and reengage the spider.

Heal | Wild: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (5) - 2 = 3

Beoh's medical training, however, was severely lacking. Ripping off his shirt to make bandages, Beoh will press it against her wounds then cover her in his jacket. After that he will turn and do a full sprint into a dive into the hole, shoving his claws into the spider to help break his fall.

Agility | Wild: 1d8 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (5) + 2 = 7

Left-hand attack | Wild: 1d10 ⇒ 31d6 ⇒ 5
Damage Roll: 1d8 + 1d6 + 2 ⇒ (5) + (2) + 2 = 9

Right-Hand attack | Wild: 1d10 ⇒ 91d6 ⇒ 1
Damage Roll: 1d8 + 1d6 + 2 ⇒ (3) + (5) + 2 = 10


Inactive

"Sure thing!" Shamrock gives a high-five to Onyxia. After he takes a look at Tana, but sees that Beoh's already helped her and leaps down the cliff, teleporting in the air in front of one of the Beowolves, popping three shots right into the thing's head.

Semblance: 1d6 ⇒ 1 Wild: 1d6 ⇒ 5

Shooting 1: 1d10 ⇒ 7
Shooting 2: 1d10 ⇒ 7
Shooting 3: 1d10 ⇒ 3
Wild: 1d6 ⇒ 1 That's for Shooting 3.

Damage 1: 3d6 ⇒ (1, 1, 4) = 6
Damage 2: 3d6 ⇒ (4, 5, 1) = 10
Damage 3: 3d6 ⇒ (4, 2, 5) = 11
Benny to reroll the first shot. 3d6 ⇒ (5, 3, 4) = 12


don't forget your +2 on everything for joker beoh. heal stays same however attacks get another +2 while agi check looses 2 from my count unless the agility/run counts as one which means fighting stays the same and heal goes down. hard to tell without map to see if run is needed or done. posted in general cause few reply to discussion and people keep posting here


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Actually, the Heal roll *does* get a +2, but you should have subtracted a 3 for Tana's current Wound level, so you still don't succeed. A Joker gives +2 to all "Trait" rolls, which is all Attribute (STR, DEX, etc.) *and* Skill rolls.

Azure fires her weapon, targeting one of the creature's legs :

Shooting & Wild: 1d10 ⇒ 21d6 ⇒ 6
Ace!: 1d6 ⇒ 4 = 10

Remnant, considering this thing is "huge", and targeting a normal human's limb is -2, I would suspect the penalty for targeting the spider's leg is a -1 or even possibly 0, so I'm going to roll an extra damage die.

Damage: 2d6 + 1 + 4 ⇒ (3, 3) + 1 + 4 = 11 (+4 due to Smite)
Raise Damage: 1d6 ⇒ 3 = 11

And fires again :
Shooting & Wild: 1d10 ⇒ 21d6 ⇒ 5 = 5 (no MAP due to Quickness)

Even with a -1 penalty, that succeeds, so :

Damage: 2d6 + 1 + 4 ⇒ (3, 1) + 1 + 4 = 9

And I'm hoping that the legs are less armored that its body... :)


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

It's also time to activate my Semblance again :

Spirit & Wild: 1d8 ⇒ 41d6 ⇒ 2 = 4, Success (Free action)

And I'm choosing to maintain my Quickness Power (2 PP, Free action)

Wounds=0, PP=9, Bennies=4, -1 Casting, Semblance and Power re-activated on Round 4


So since she was incapacitated, first of all, let's roll for Tana's injury.
Injury Table: 2d6 ⇒ (1, 1) = 2
...Poor girl. :T She's damaged in the Unmentionables until all of her wounds heal. No other real effects.

And Azure is correct about Beoh's healing roll. Since he's untrained and also taking the penalty for Tana's wounds, he can't patch her up, though giving her something to staunch the blood was probably helpful. :)

I think he was counting his +2 from the joker as cancelling out his MAP on those swings, and then taking the +2 from Wild Attacks. Since the agility roll isn't an action, just a result of his jump, it doesn't suffer from MAP and he gets his joker bonus as per normal. :)

Shamrock pops to the base of the cavern, his first shot knocking the Beowolf off balance, and the second popping it into an impromptu backflip as it crashes into the ground. The other snarls, running towards him in a zig-zag.

On the King of Diamonds: The Spider, pinned by Beoh's claws and Azure's fire, can barely move under the onslaught. Letting out a feral, eerie screech, it tries to get ahold of itself...

Spider Spirit: 1d8 ⇒ 7
Spider Wild: 1d6 ⇒ 2

After a moment, finding a pause in the fire, it scuttles toward Azure and sweeps out with its remaining legs, stretching to hit both her and arcing a leg up to Beoh.

Fighting (-Wounds, Adjusted for Imp. Nerves of Steel): 1d12 - 1 ⇒ (12) - 1 = 11
Fighting Ace: 1d12 ⇒ 3
Fighting Wild: 1d6 - 1 ⇒ (2) - 1 = 1
Damage V. Azure: 1d12 + 3 ⇒ (10) + 3 = 13 = 1 Wound
Damage V. Beoh: 1d12 + 3 ⇒ (2) + 3 = 5

It throws Beoh off, but doesn't damage him significantly, however one of the whipping legs catches Azure, spiking her downward into the web.

Carmine and Onyxia are up next. :)


Wounds: None | Fatigue: None | Power Points: 10 | Charisma: 0; Pace: 8 (Running die d8); Parry: 7/8; Toughness: 7 | Agility d8 Smarts d4 Spirit d6 Strength d8 Vigor d8 | Fighting d10, Notice d6, Stealth d8, Survival d4, Tracking d6

I don't have the multi-action penalty normally, but I did take it for the heal check and the attack rolls, which was countered by the +2 from the joker. I have two-weapon fighting from my weapon. I took the penalty to my attack rolls and my heal check, which was counteracted by the MAP for heal and attack. I did forget about the wound penalty though. Good catch there.


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Carmine, seeing the spider is getting desperate, sends Red Queen's rays arcing across the grimm's legs.

Shooting: 1d8 + 1 ⇒ (6) + 1 = 7
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

I hit, but unless wound penalties apply to the TN to hit, I'm not getting a raise on that damage roll

Damage: 2d8 + 1 ⇒ (6, 1) + 1 = 8


Bennies 3/3 Wounds 0 Fatigue 0 Power Points 9/10 Charisma 0 Pace 6 Parry 5 (7) Toughness 6 (1) Strength d8 Agility d8 Smarts d6 Vigor d6 Spirit d6 Fighting d6 (d10) Shooting d6 (d10) Notice d6 Repair d4 Driving d4 Gambling d4 Lockpicking d4 Streetwise d4 Stealth d6 Knowledges: WC/DC d4

Benny aura soak: 1d6 ⇒ 1

Onyxia will see the attacks coming in and brace her Aura getting knocked back a few feet from the savage attack. Then Shamrock will Teleport directly between her and one Beowolfs and killing it and distracting the other. "Dang it Sham you tagged me in! I thought you were helping with Tana." Looking around will then see also Beoh jumping down she will let out an exacerbated sigh/groan. so she will jump ontop of one of the spider's legs." I know we are not on a team or anything but some one should really be watching Tana she seems accident prone or has a lot of bad luck." Bracing herself on one of the legs and as the spider picks up it's leg to try and strike Beoh using the motion to launch her up and she will fire all 4 barrels very loud they do have the gunpowder hindrance if my mentioning the sound a lot wasn't enough into it's body to propel herself up to the top along with the spider's own strength."Fine consider yourself tagged back in Sham but no more take backs!" Those looking up her skirt/cloak may notice her tail -2 notice penalty likely due to it blending with cloak imho and you know lots of fighting but then again i think i just dusted the main boss.

The remaining Beowolf gets an attack of opportunity i believe as no mechanics are implemented yet on knock-backs.
Deemed movement maneuvers aren't MAP i believe
Agility: 1d8 ⇒ 51d6 ⇒ 2

Rose 1: 1d10 ⇒ 52d6 ⇒ (6, 3) = 9
Rose 2: 1d10 ⇒ 21d6 ⇒ 1 whew almost hit beoh
Gild 1: 1d10 ⇒ 31d6 ⇒ 5
Gild 2: 1d10 ⇒ 81d6 ⇒ 6

Rose 1: 5d6 ⇒ (6, 5, 1, 3, 5) = 20 raise and ace
Gild 1: 6d6 ⇒ (1, 6, 6, 5, 6, 3) = 27 3 ace
Gild 2: 4d6 ⇒ (1, 5, 4, 4) = 14 raise

Semblance: 1d6 ⇒ 22d6 ⇒ (6, 5) = 11 semblance Staying strong


I'm learning so much about Savage Worlds that I've always taken for granted is actually house ruled in by the GMs I usually play with IRL. For instance, they've always dealt characters with Quickness two separate cards! Sorry for any confusion on your initiatives, Azure. :)

As Onyxia dives for the spider, it rotates its wincing eyes to look at her. Carmine's shot from Red Queen catches it across the side of the head, skimming off without damaging it, but making it round on him with another bizarre snarl. As it starts to step toward him, Onyxia's multiple blasts go off, propelling her up on top. As she whirlwinds around, beating the spider through multiple segments of its body, it screeches, growing louder, until finally, it collapses to the ground with her on top, Rose and Gild covered in black Grimm blood, its remaining huge legs curling in and piercing through its chest as it ceases to move. It begins to disintegrate after a few seconds, but its huge web remains intact.

On the Six of Diamonds The last Beowolf gives a snarl and swings for Shamrock as the only person still in reach, but can't manage to hit him, only digging its claws into the rock wall of the cavern.

Fighting: 1d8 ⇒ 1

The boss is officially dusted. :) Only one Beowolf remains, and Sorzar is the only one with a remaining action.


Wounds: 0 Fatigue: 0 Parry: 6 (7) Toughness: 5 (1) Charisma: +2 (+0) Aura: 10/10 Notice: d6 Fighting: d8 Throwing: d8 Stealth: d4 Bennies: 3

Semblance: 1d8 ⇒ 7
Wild Die: 1d6 ⇒ 4

Sorzar watches as the others sail through the air, teleporting in and out of combat, rescuing one another, and his eyes remain wide and open the whole time. "This is what it is like to be with other Hunters." The humbling moment was gone as the last beowolf aims for Shamrock, its claws raking against the wall of the cavern.

Splitting into two again, the clone and the real Sorzar move in as Shimmer rips back into life once more and shifts into the chained death weapon known as Mirage.

"Pleasedon'tsuck, pleasedon'tsuck, pleasedon'tsuck" Sorzar murmurs again and again as the ripping yo-yos are swung outwards towards the remaining Grimm.

Doing a Wild Attack on both attacks. Getting an additional +2 for my clone and Shamrock being in close combat.

Wild Attack: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Wild Die: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Ace!: 1d6 ⇒ 6
More Ace!: 1d6 ⇒ 2
18 to hit with Sorzar's attack

Clone's Wild Attack: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
6 maybe hits?

Real Sorzar's Damage: 1d6 + 2d4 + 1d8 + 2 ⇒ (5) + (4, 1) + (7) + 2 = 19
d4 Ace!: 1d4 ⇒ 2
Total Damage is 21

Clone's Maybe Hit?: 1d6 + 2d4 + 2 ⇒ (4) + (3, 1) + 2 = 10
Clone does 10 points of damage


As Sorzar's attacks land, they draw two long crossing lines through the Beowolf. Mirage spins through its flesh as it gives off one last angry howl before dropping to the ground in four pieces. A silence passes over the surrounding cavern as the Grimm silently disentegrate into the air. Scattered relics rest on the ground, surrounding the web, which still remains.

With the dust barely having settled, a boy strides in through the tunnel to the cavern with the air of a cowboy walking through the batwing doors. He's skinny, weaselly, his back is crooked into an artificial stoop as he leans forward, tossing his chin-length bangs arrogantly to one side. He's flanked by two larger boys, one a scarred up, orange-haired Faunus, the other one chubby, grey-haired and shy-looking, tinkering with the circuits of what looks like an immense iron glove. A skinny, tiny girl with a bored-looking expression rides on his shoulder, tapping on her scroll and barely bothering to look up, her pink-and-black hair bouncing as the boy walks forward. "Well, well, thanks for the help," says the one in front, grinning and steepling his fingers. "Felix, get the stuff," he says nodding to the Faunus boy, who silently picks up an armful of relics--several more than the four they need.

"That spider thing was like, weird," says the small girl, glancing at the web and snapping a picture with her scroll. "I think it was a new breed. That's gotta be worth something. Maybe they'll like, still let you be hunstmen when we win this little training exercise." She tosses her hair, crossing one leg down and bumping the chubby boy who puts on the glove up to his elbow and gives a weak-sounding "yeah."

Notice -2 for Faunus, -4 for Humans:
The boy in front is subtly holding some strings that extend into his jacket. You realize that the double row of buttons on his uniform are alternating in a zig zag between real buttons and what look like very short, stubby weapon barrels.

The combat is over for now. :) Everybody take one additional benny for awesome roleplaying in combat, taking down a boss that was probably overstatted for novices, even RWBY novices, and just all around being excellent dudes.

Esper you are free to pop in as you want now. You can assume for the moment, that if you come out of the tunnel behind them, these new nerds don't notice you.


Wounds: 0 Fatigue: 0 Parry: 6 (7) Toughness: 5 (1) Charisma: +2 (+0) Aura: 10/10 Notice: d6 Fighting: d8 Throwing: d8 Stealth: d4 Bennies: 3

Notice: 1d6 - 2 ⇒ (1) - 2 = -1
Wild: 1d6 - 2 ⇒ (6) - 2 = 4
Ace!: 1d6 ⇒ 1
total = 5

The last Grimm falls apart, the pieces landing on the ground. There is only the silence of the cavern with the faint sound of the monsters disappearing.

"Well, at least we looked cool at the end..." Sorzar murmurs to his other self, the clone nodding as their attention is pulled to the others that emerge from the cave. A small growl escapes his throat as she moves so nonchalantly, the little Faunus examining their foes like a predator would.

Stealth: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4

Moving quickly among the others, as Felix reaches for one of the relics that got away, the white boot of both Sorzars land upon it. Those sharp eyes look down at him as he speaks.

"Hiding in the back like prey? I thought I was the sneaky fox here, didn't know our kind came in chicken." His attention turns to the arrogant boy and the bored girl, a disdainful look upon Sorzar's face as he speaks with a sneer. "When you go out hunting, are you going to wait in the back while the Grimm attack and just tell the others you 'showed up late'? I mean, the coat button trick is really neat and not totally obvious."

Sorzar quietly looks amongst the others, gauging what they're doing so far. Against four others, even the confidence that him and his clone have feels a bit shaky. Perhaps they'd take the opportunity to get around them or they'd think otherwise. Don't poke a bear too much till you realize what the other wolves were doing.

I'm going to try and taunt them, see if I can get them riled enough to be distracted or at least focused on Sorzar. There are much scarier, bigger members of the group around and he rather they have a chance to be in a better position than this.

Taunt: 1d4 ⇒ 3
Wild: 1d6 ⇒ 5


Inactive

Shamrock teleports to the Felix guy and grabs his hand. "Uh-uh!"

He then turns his head to the others. "Can someone check on Tana?"

Notice: 1d6 - 4 ⇒ (4) - 4 = 0
Wild: 1d6 - 4 ⇒ (5) - 4 = 1
Semblance: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4

Scarab Sages

Female Fanus(Hyena); Tail, Large Teeth, Amber-orange eyes Huntress/Nov; Pa:7; Tough:6(+1R); Fight d8; Shoot :d6; Notice:d6; PP10 Ben:2

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

drive: 1d6 ⇒ 4
Wild: 1d6 ⇒ 6ace: 1d6 ⇒ 2 total=8
agil: 1d6 ⇒ 5wild: 1d6 ⇒ 4

From down the tunnel came a slight scraping sound and a subtle humm, after a few moments another figure zoomed out of the tunnel behind the others reaching riding atop a large metal sheet. The rider is ducked into a crouch as they ride dangerously close to knocking the one named Felix down, reaching out to nab two of the orbs that the boy had silently stooped to grab before he had a chance.

"Missed some"She said as she brought the metal sheet sideways and into a stopping slide, showering sparks in front of her as it groaned to a stop. Her head was wrapped in a brown sash and tinted goggles sat over her eyes. She looked at the newly arrived boys and the girl, "Next time maybe you should not leave someone behind to face off against grimm on their own. Then you can have your little baubles." She laughed and stepped off of the metal sheet giving it a slight kick in the center as she did so causing it to fold down into a much more manageable size before pulling it up onto her back.

She pockets one of the orbs, freeing enough room in her hands to fixate the strap on her shield so it lay on her back without needing to hold it. She looked on at the scene the dusting remains laying about and those who still stood somewhat near the bodies making mental note of it for later.


Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP

Azure double-runs at high speed up to Felix just as Shamrock arrives, and grabs Felix's other hand. Then she faces the new group and says "What, do you really think your little trick is going to work?!? It's all of our word against yours that you stayed behind and showed up only once all the real work was done. Wait a minute, you guys didn't launch with us (I'm assuming)...are you even really students?!?"

Notice & Wild: 1d6 - 4 ⇒ (2) - 4 = -21d6 - 4 ⇒ (4) - 4 = 0 Nope


Wounds: 0; Fatigue 0; Power Points: 10/10; Pace: 6; Charisma: +0; Agility d8 Smarts d10 Spirit d6 Strength d4 Vigor d6 Dustcraft d10 Fighting d4 Knowledge: Weaponcrafting d10 Notice d6 Repair d4 Shooting d8

Carmines initial response, before they even have a chance to speak more than their first "Well, well-" is to turn to the three and whip the point of his baton just over their heads from across the room.

More grimm! He thinks, expecting another giant spider of some sort.

1d8 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (1) + 1 = 2

Just checking to make sure I don't accidentally hit someone.

Two Very powerful rays slice the air just over their heads. Tracing two glowing scars in the stone over their head. As the fourth person skims into the room, the tunnel behind them, now damaged, starts to collapse.

"Oh, I'm sorry!" Carmine says, but he goes unheard as Shamrock and Azure both engage the man. Sighing, Carmine spins his baton, changing his weapon back into the crook.

What are they thinking, just walking in like that. You want to try to get your credits, sure... but... are they trying to take more?

Carmine feels a sudden flop in his stomach. Bullies. Of course. Why did I think Beacon would be any different? Well, I'm not going to let those bastards cheat these guys out of their victory.

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