Savage Firefly - want some "space western" adventures?

Game Master ZenFox42

This is a game set in the Firefly/Serenity universe, using the Savage Worlds system


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Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Yeah, I messed up those rolls. I have a premade text record of the different rolls and I meant to replace the "d8" identifier with "Healing", but I seem to have accidently deleted the right bracket. So it effectively was one dice bot with 2 d6 rolls.

Arabella lets the group know there is no sign of infections. She helps with moving things if needed, but she'll focus on identifying and moving the bodies. She'll get some body bags, if available or just use some sheets or tarps if not, and try to bundle identifiable possessions and body parts with identifiable bodies. As she does this, she chants in Chinese, verses from the Taoist scriptures traditionally used as funeral rites. She affixes labels to each bag she can identify. She has another bag or box for any items that seem to be personal but cannot be linked to a person. She'll check the crew manifest and try to see if any is missing.

If anyone watches her do this, they notice she does not seem to have any squeamishness dealing with dead bodies.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

You know, I am somewhat concerned over what made the holes in the hull. They are a bit stronger than most, and the damage looks like it came in, and was not the result of a explosive decompression

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|
GM_ZenFox42 wrote:

It takes the 5 of you (Bryce is in the captain's chair, monitoring space for any signals or ships) about 8 hours to haul everything back into the ship.

I will point out, there's no big refrigeration unit on the ship, are you sure you want to take the bodies as well? For purposes of identification, photos will work just as well (altho some of the faces have been mauled).

"The ship appears to have been attacked by pirates, and then boarded. The attackers do not appear to still be around."

With cargo and corpses stowed, Emma proclaims, "There is no more to be done here. I will disconnect us from the other ship so we may be away."

Emma snips off her spice and closes the airlock. "We are ready to go," she states, cleaning up and re-packing the repair supplies for later use.


It was a while ago IRL, but the dead bodies looked like they had been attacked by Reavers...


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

After hearing people talk about it and seeing the bodies, "This is the best plan. Let's leave this place."


Bryce sets up the jump :

Astrogation & Wild: 1d10 ⇒ 71d6 ⇒ 6

Piloting & Wild: 1d10 ⇒ 71d6 ⇒ 2

And it takes

days: 3d4 - 1 ⇒ (1, 2, 2) - 1 = 4 days to get there.

However, during the trip, as you're sitting down to a group meal at the large table in the kitchen, suddenly the lights go out. You still have gravity, so the generator is not compromised...

What do you do?


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella immediately turns on her comm unit, to take advantage of the light from the screen to allow her to stand and move. She looks around trying to see if anything is in the room that wasn't there before the lights went out.

Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 2

"Yin and Yang! What happened?"

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

"Tjein doa mai!" Emma shrieks in most violent language. "Woo ten djen AH!" she says, the words more shocking from coming from such a small frame. "I was sure I secured that gorram breaker."

She gets up from the table and heads to engineering.


Emma gets to engineering and discovers that the cable from the generator that leads to all the lights has been shredded close to the generator.

Emma, please make a Notice roll.

ALL : the comms units you use on missions are earbuds, but there are stations on one wall in every room that allow you to connect to another room, or to all the other stations at the same time (like in the original Star Trek show). There's also a flashlight stored in a small cabinet next to the comm station in every room in the ship.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold grabs the flashlight from beside the comm panel and turns it on.

Did we forget to pay the power bill this month He quips


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

"OK, after that ship, this is NOT a good joke... This is a joke, right?"

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma stares malevolently at the dismembered cable. This was not an accident. This was NOT something she overlooked. She doesn't overlook things like this. This is something that would have been fixed weeks ago.

She takes a moment to breath deeply and tap into her inner reservoir of Power.

Focus!: 1d8 ⇒ 4
WILD Focus: 1d6 ⇒ 4

Her senses thus enhanced, only now does she bend to and take in the destruction before her.

Notice!: 1d6 ⇒ 6
Notice ACE!!: 1d6 ⇒ 5 = 11
WILD Notice!: 1d6 ⇒ 6
WILD Notice ACE!!: 1d6 ⇒ 1

Her eyes almost glow with a combination of suspicion and knowledge as she BURNS to learn the truth of the scene before her.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

"Maybe its the ghost of one of the deceased," Arabella mumbles, looking all around and then slipping under a table, drawing her dagger.


Emma:
You hear a slight scraping sound in the far corner of the engineering room. It is not mechanical.

ALL - in the same small cabinet with the flashlight in every room is one of those stun batons we talked about in Discussion a while ago.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma makes a beeline for the comm-cabinet. She shoves the stun baton in her pants, grabs the flashlight and in one swift move turns its luminous beam at the corner that is causing so much racket.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy's eyes get even bigger.
"NOT helping, Arabella!"

A second later.
"Uh, should we let Emma be back there alone?"


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Alright i guess i will take the hint.

Harold checks his belt and then with the use of the lamp heads bac,k to engineering.

When he gets to the door he says

Emma, you good

My belt carries my desert eagle, 2 knives, and now a stun baton


Emma sees nothing but machinery.

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma frowns. What she heard was NOT mechanical. She would know.

She. Would. Know.

She stalks forward into the noisy corner, occupying the space that had made free with unwelcome noise previously. Weather it be mouse or Oliphant, if it be hiding well, she will know the source.

Or if travels via hidden tunnels previously unknown, however unlikely that is, she will know that too.


Pace: 6; Parry: 6; Toughness: 7 (2)

Conrad puts his spoon onto the table, frustrated to have a meal interrupted. He reflexively does a "pat, pat, pat, pat," checking his two sidearms and the two smaller guns concealed at his forearms. He moves toward engineering, following in Harold's wake.

Notice: 1d4 ⇒ 1
Wild: 1d6 ⇒ 1


Emma hears Harold's voice behind her, asking her if she's good.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy sits there with visions of horrible mutilated people in her head and then... realizes everyone has left! She hurries after Conrad.


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella makes it a point to keep her weapons with her even when on a boring space jaunt, knowing how trouble can find a ship when all seems peaceful and safe. She takes a moment to put the peacemaker holster on and adds her sword to the other hip from the gun.

Then she follows the light, which she has always found to be a good general practice.


Yeah, I didn't say anything about Harold and Conrad having their weapons on them, in a spaceship I think that's more of a player thing than a character thing, but I won't make a fuss about it...

Since different people left the kitchen at different times, you're all currently spread out in the corridors that lead from the kitchen to engineering. Harold has his own flashlight (convenient that he just so happens to have it with him during dinner ;), and Emma has one from the cabinet. No one else said they were taking the one from the kitchen, so most of you are stumbling around in the dark. Conrad can see Harold's flashlight a few dozen feet ahead of him.

The first person to post can ret-con that they took the kitchen flashlight.

Emma, are you going to acknowledge Harold, or are you staying silent for a reason?


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Was just going off of Mel's example during the show. He was never anywhere without his gunbelt and sidearm. I was just following the example.
Plus I think I would feel naked without it. :)
@GM, if you look at sunday, I grabbed the flashlight from the comm panel in the kitchen.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy rushes to catch up to Conrad, realizing she has neither flashlight nor any kind of weapon on her..

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

"I'm fine, Harold," Emma states, not turning around, keeping her flashlight pointed at the offending corner as if the light's beam kept it from flying off, "I thought I heard...something."

Emma shakes her head to re-calibrate her thoughts. She points the flashlight at the place where the cable was shredded. "This is deliberate sabotage. Someone or thing has done violence to the cable. This is a random mechanical accident where something comes loose. It's not even done finely, as if with a tool.

Ah well, talking will not fix it.

Here, please keep my flashlight and point it where I tell you to. I need to cut the power and splice the wires."

Emma hands him her flashlight, and goes about re-connecting the power flow.

Do I need to roll? This seems pretty a pretty basic task that I can "take 10" on.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold plays hot potatoe with the flashlight. Once he has control of it, he keeps it pointed in the direction that Emma asks.

He then passes the one he picked up from the kitchen, back to the next in line.


Pace: 6; Parry: 6; Toughness: 7 (2)

I was thinking of Powell as a gunslinger who wouldn't be without his guns, but if that isn't the right vibe, let me know.


No, everything's fine, I didn't notice in the TV show that everyone was always armed even when in the ship.

Emma - the shredding is pretty bad, it will take 5 minutes and an Electronics roll at -2 to fix. Lots of wires to twist back together...

I'm going to assume that with or without a flashlight, everyone gets to engineering within a minute or two of Emma and Harold.

Anybody want to do something while you're here?


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold diligently holds the light where Emma requests


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy looks at the damage.
"So... is this damage from an animal or do we have a stowaway?"


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

If there is another room with a flashlight that hasn't been grabbed yet, Arabella will go there if its on the way. It looks like we'll need to upgrade the ship to have emergency lights run on batteries that can come on if the power goes out. Seems that would be a standard practice, but will go with the drama of stumbling about in the dark.

"Looks like our next task is to do a thorough search of the ship for the culprit. We are NOT splitting up, however. I've seen too many horror flicks to go down like the expendable characters always do."

The shepherd looks behind her and slips over so there is a wall behind her back.


Emma would tell you that no animal did this.

As you're all milling about watching Emma do her thing, suddenly two shapes rush at you out of the dark corners of the Engineering room. You can tell from their open wounds and pieces of metal sticking out of them that they are Reavers.

Because there's only flashlights, there's a -1 penalty for darkness to your attacks. Moving a flashlight to your off-hand is a Free Action.

Who do they go for: 1d5 ⇒ 11d5 ⇒ 3
Alphabetically, that's Arabella and Daisy.

Round 1
Reavers : AD
Harold : KH
Daisy : 10D
Conrad : 10C
Emma : 6D
Arabella : 4S

The Reavers attack. The one on Arabella slashes at her with its claws.

Fighting: 1d8 + 2 ⇒ (8) + 2 = 10
Fighting ACE!: 1d8 ⇒ 1 = 11, a Raise

Doing
Damage+Raise: 1d8 + 1d4 + 1d6 ⇒ (3) + (4) + (1) = 8 making her Shaken

Fighting: 1d8 + 2 ⇒ (3) + 2 = 5

Doing
Damage+Raise: 1d8 + 1d4 ⇒ (2) + (4) = 6 making her Shaken, thus inflicting a Wound

The one on Daisy attacks her :

Fighting: 1d8 + 2 ⇒ (3) + 2 = 5

But does not get thru her armor.

Fighting: 1d8 + 2 ⇒ (6) + 2 = 8

Doing
Damage+Raise: 1d8 + 1d4 ⇒ (8) + (3) = 11
Damage ACE!: 1d8 ⇒ 4 = 15 inflicting 2 Wounds

Emma - please roll a single, non-rerollable d8. On a 1, you freak out.

All - when making your rolls, always re-roll every Ace even if you've passed the threshold on your current roll for a Success or Raise.

Always roll your attack damage after your attack roll, I'll use it if needed.

Those of you who have taken Wounds, on your action you can spend a Benny and roll Vigor (at this point without any penalties) to Soak the Wounds (each Success and Raise removes 1 Wound). If you remove all Wounds, you are also not Shaken.

If you don't Soak or don't remove all Wounds, you are also Shaken. Make a Spirit roll (now minus your current Wounds) in order to be able to take non-Free Actions (like attacking). If you fail, you can choose to spend a Benny to immediately become un-Shaken and attack.

A good rule-of-thumb regarding Bennies is : always leave one Bennie in your pool to re-roll your Incapacitation roll (if it should happen).


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy will use a benny for sure.
vigor: 1d6 ⇒ 1
wild: 1d6 ⇒ 4

Being completely unarmed she will run. Run straight to her room to grab her rifle...


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Oh yeah, spirit roll! Come on Dicebot...
spirit: 1d8 ⇒ 8
wild: 1d6 ⇒ 6

spirit xplode: 1d8 ⇒ 2
wild xplode0: 1d6 ⇒ 4


Just so you know, if you turn tail and run away, the Reaver gets an automatic attack because you're Withdrawing from combat. Or you can stay put and hope that someone else will kill him before he has a chance to attack you next round.
Also, *all* your rolls are at -1 for the rest of the combat because of your remaining Wound. That didn't affect your Spirit result, but I wanted you to know...
Do you still want to run?

Everyone else can post their action in any order.


Pace: 6; Parry: 6; Toughness: 7 (2)

Conrad hasn't yet found his place on this crew, or at least hasn't had much of an opportunity to prove his worth. Looks like the time has come. His pistols come from their holsters with a tried and true smoothness and he is shooting almost before his conscious mind even registers it.

Shooting in the dark 1: 1d10 - 1 ⇒ (6) - 1 = 5
Wild: 1d6 - 1 ⇒ (5) - 1 = 4

damage: 2d6 + 1 ⇒ (3, 3) + 1 = 7

Shooting in the dark 1: 1d10 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 - 1 ⇒ (2) - 1 = 1

damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Arabella has combat paralysis, so this requires a spirit roll -2 to be able to act. Then I believe I get to make a spirit roll to try to lose the shaken condition. First, I believe I can spend a benny to make a soak roll, which might negate the wound and perhaps the shaken condition.

Soak Roll
Vigor: 1d6 ⇒ 3
Wild: 1d6 ⇒ 1
Result: 3, failure
Nope. Still shaken with 1 wound.

Combat Paralysis Roll
Spirit: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1
Modifier -3 (-2 from the hindrance and -1 for having 1 wound
Result: 2 - 3 = -1, failure
So only free actions this turn.

Skake the shaken roll
Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 2
Result: 4, success
So Arabella has 1 wound, cannot take a standard action, but she is not shaken. The dice were not kind to her this time. Sigh. Six rolls: No Aces: highest result 4.

Arabella recoils as the claws rip into her flesh, but she cannot summon the will power to deal with the threat, as visions of past fights start flashing before her.


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

With how freaked out Daisy has been, I'd say she just runs...


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold turns and with a smooth draw, pulls out his desert eagle and opens up on the one attacking daisy.

attack: 1d8 ⇒ 6
wild: 1d6 ⇒ 6
wild explode: 1d6 ⇒ 4 (10)

damage: 2d8 ⇒ (4, 1) = 5

Only to graze it while it was running.

What the hell


Conrad's first shot hits, but just grazes the Reaver, making him Shaken. Since Conrad didn't specify, he shot at the one attacking :

Who: 1d2 ⇒ 1
Alphabetically, that's Arabella's opponent.

ALL - anytime you roll really high on an attack roll (probably 8 or higher), you should make a separate Raise-on-Damage d6 roll...

Harold's extra damage: 1d6 ⇒ 1

Harold's attack does not penetrate the Reaver's skin.

Daisy turns to run, and her Reaver takes a parting shot :

Fighting: 1d8 + 2 ⇒ (2) + 2 = 4

Doing :
Damage: 1d8 + 1d4 ⇒ (2) + (1) = 3

Which does not get thru her armor.

Reaver #1 (Arabella) : Shaken

Emma?

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Apologies. The Independence Day weekend has knocked me off my routine.

Fr33k 0ut roll?: 1d8 ⇒ 5

Emma considers becoming irrational. But she has already done that, and is bored by the idea.

She calmly stalks over to where Arabella is convalescing and lays a hand upon her.

"It is better to be broken in body than deficient in spirit," she says, as a healing yellow light envelopes the wound.

Healing!: 1d8 ⇒ 6
WILD Healing!: 1d6 ⇒ 6
WILD Healing ACE!!: 1d6 ⇒ 4 = 10. up to two wounds healed.

Pink flesh reforms and grows with an accelerated rate. In a moment it is as if the wound never happened.

"Any job worth doing is worth dying for."

It appears whatever luck Arabella lost I seem to have found. ^_^


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

While Emma heals the reaver claw wounds, Arabella seems not to notice and appears to be struggling with something happening in her head. If anything, the healing seems to confuse her a bit more.


Round 2
Emma : JOKER! act anytime, +2 to all rolls!
Harold : JS
Reavers : 10S
Conrad : 8S
Arabella : 8H
Daisy : 7D

Emma and Harold are up!

Emma, since you're next to Arabella, you're also next to the Reaver. If you just move away at this point, it won't get a Withdraw attack on you, since you haven't engaged it, nor it with you.


Pace-6, Parry 6, Tough 8(2) T, A, L - Browncoat Duster; Bennies 5/5
stats:
Ag-d8; Sp-d4; Sm-D6; St-D6; Vi-d6

Harold lines up again, and tries another shot at the one that attacked Daisy, deliberately aiming, that if they move, he will miss.

attack: 1d8 ⇒ 7
wild: 1d6 ⇒ 3

damage: 2d8 ⇒ (2, 6) = 8

I am aiming so that I will do my best to avoid daisy with any bullets. if it comes down to it, I will step in using steel. (AKA knives)


Str d4 
Agi d8 
Vig d6 
Sm d6 
Sp d8 pace 6 Tougness 7(2) Parry 4

Daisy moved already, blast it! :)


Harold - shooting into a "crowd" only hurts a non-bad guy if you roll a 1 on the Shooting roll. "Aiming" is an actual combat maneuver - spend a turn taking no actions (including movement) and on your *next* turn you get a +2 to Shooting, or ignore 4 points of Shooting penalties.

Harold's shot grazes the Reaver, disorienting it a bit (Shaken).

Reaver #1 :
Become un-Shaken: 1d6 ⇒ 31d6 ⇒ 4 = Success

It attacks Arabella again :
Fighting & Wild: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (2) + 2 = 4 = Raise

Doing :
Damage: 1d6 + 1d4 + 1d6 ⇒ (5) + (4) + (4) = 13 = 1 Wound

It attacks again :
Fighting & Wild: 1d8 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (2) + 2 = 4 = Success

Doing :
Damage: 1d6 + 1d4 ⇒ (6) + (2) = 8
ACE!: 1d6 ⇒ 4 = 12 = 1 Wound

The Reaver makes a bone-chilling growl, its wild eyes gleaming with madness, and attacks Arabella with its bare hands, which more resemble claws.

Who?: 1d3 ⇒ 2
Alphabetically, that's Conrad

Reaver #2 tries to become un-Shaken :
Spirit & Wild: 1d6 ⇒ 11d6 ⇒ 2 = Failure

The other Reaver moves over next to Harold, and screams in his face.

Harold, FWIW, when Shooting at an adjacent foe, you have to get past their Parry, not the standard Target Number of 4. Just letting you know, just make your rolls and I'll take care of everything.

Everyone else is up, in any order!

Dataphiles

Parry: 4| TOU: 6(2) {}|PP: 10/15| Bennies: 3/3|

Emma tries to draw upon her inner strength to make her more apt at combat.

Boost self, shooting, Joker: 1d8 + 2 ⇒ (3) + 2 = 5
WILD Boost self, shooting: 1d6 + 2 ⇒ (2) + 2 = 4

shooting = d6 now


Female Human Card: Bennies: 1 Parry: 5 [2 + 6(fighting)/2] Toughness: 5 [2 + 6(vigor)/2] (2) Armored Duster RATN: 4 Pace: 5 Notice: d6

Rolls:
Spending another benny to see what she can soak.

Vigor: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
Result: 5, success, so remove 1 wound, 1 remaining.

Spirit: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: -2 (hindrance) -1 (1 wound)
Result: 1 - 3 = -2 and a crit failure to boot.

Each new wound seems to further trigger Arabella's PTSD. Her vision is clouded with images from past fights of reavers attacking her and her friends. She feels as if something has wrapped its arms around her and is holding her in place for the reaver to further attack her.

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