A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Seeing Jzero hold back a little so the Goblin leader can be questioned, Velrek does the same. Turning the flat of his large blade into his opponent.

2H sword+gang up: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
wild: 1d6 ⇒ 2

damage: 1d10 + 1d10 ⇒ (4) + (5) = 9
raise damage?: 1d6 ⇒ 1

Please subtract any negative for trying to subdue instead of kill. Don't remember how that works off the top of my head.


Velrek - in the future, don't forget to add all bonuses and penalties that apply to your Fighting roll to your Wild die roll as well!
There's a -1 to your Fighting attack for using the flat of an edged weapon. Since Jzero is already using his fists, no penalty for him.
I remember from an old SW message board an official ruling that you don't have to make *every* Wound a "subdue", it's only the one that puts the target into Incapacitation that counts.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

I did not know there was a minus for that.


Jzero?


Male Human Monk Ranks 0, Card: TBD Bennies: 3, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

I've been getting Internal Server Errors for a while now. Let's try again.

Jzero continues to pummel the chief, hoping to capture him instead of killing him. Non-lethal damage only.

Unarmed: 1d10 ⇒ 6
Wild: 1d6 ⇒ 3
Modifier: +1 (monk bonus) +2 (gang-up)
Result = 6 + 1 + 2 = 9

Unarmed Damage: 1d8 + 1d6 ⇒ (1) + (4) = 5
unarmed Raise Damage: 1d10 ⇒ 1
AP 2 (monk)

Spending a Benny to reroll damage.

Unarmed Damage: 1d8 + 1d6 ⇒ (8) + (1) = 9
Ace: 1d8 ⇒ 2
Result = 9 + 2 = 11

unarmed Raise Damage: 1d10 ⇒ 7
AP 2 (monk)

If the attack achieves a raise, the target is made distracted or vulnerable (bold = attacker's choice), even if no damage was done or if damage was soaked.


The gecko tries to clear its head :

Spirit: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 1 = 7, Success

Who?: 1d4 ⇒ 1 Alphabetically, that's Crastor.

The gecko attacks Crastor :

Fighting: 1d6 ⇒ 6
ACE!: 1d6 ⇒ 5 = 11, Success

and does

Damage: 1d4 + 1d6 ⇒ (2) + (2) = 4

Its teeth bite into Crastor's armor, doing no damage.


Round 6 Summary
Crastor’s warhammer hits the goblin king, but his armor absorbs the blow.
Johhann’s attack strikes the gecko, leaving it dazed.
Evesk swings at the goblin, who parries it with his sword.
The goblin attacks Evesk, who sees it coming and dodges out of the way.
Velrek swings his mighty sword at the goblin king, and strikes him in the head, leaving him dazed (Shaken-->Wound).
Jzero punches the chief in the abdomen, knocking the breath out of him, as well as knocking him unconscious (Shaken-->Wound).
The gecko’s teeth don't get thru Crastor's armor.

Altho the goblin king is unconscious, the gecko is fiercely protective of him, growling at the four of you as it stands over his body. And one lone goblin is fighting with Evesk. So one more round...


Skills:
Agility- D10; Smarts- D6; Spirit- D6; Strength- D6; Vigor- D8; Athletics- D4; Common Knowledge- D4; Fighting- D8; Notice- D6; Persuasion- D4; Repair- D4; Shooting- D4; Spellcasting- D6; Stealth- D6; Thievery- D8
Attacks:
[dice=Warhammer]d8+d6[/dice][dice=Warhammer Damage+1AP]2d6[/dice][dice=Knife]d8+d6[/dice][dice=Knife Damage]2d6[/dice][dice=Bolt]2d6[/dice][Bolt Damage]3d6[/dice]
M Dwarf; Parry 6 (7 w/Shield); Toughness 8 (2); Pace 5; Bennies 5; Conviction 0; PP 6/15;

Crastor brings his hammer around on a backswing to strike the gecko.

I am guessing we are still at +2 on the team up so that is what I am using.

Warhammer Attack: 1d8 + 2 ⇒ (7) + 2 = 9

Wild Die: 1d6 + 2 ⇒ (4) + 2 = 6

Warhammer Damage+1AP: 2d6 ⇒ (5, 4) = 9

Raise: 1d6 ⇒ 4

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