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

Daisy continues running, straight to her room where she grabs her rifle and ammo and runs back.

Just let me know how many rounds that's going to take..


Arabella - AFAIK, a Critical Failure on your Spirit roll has no ill effects.
Daisy - with running (which I won't make you roll), let's say 4 rounds there and back.

Conrad and Harold?


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

Conrad continues to throw lead at the Reaver attacking Arabella.

Shooting 1: 1d10 ⇒ 7
Shooting 1 Wild: 1d6 ⇒ 6

Shooting 1 Wild Ace: 1d6 ⇒ 3 Total=9

Colt 1911 damage: 2d6 + 1 ⇒ (4, 6) + 1 = 11
damage Ace: 1d6 ⇒ 3
Raise on Damage from Shooting roll of 9?: 1d6 ⇒ 5

Shooting 2: 1d10 ⇒ 6
Shooting 2 Wild: 1d6 ⇒ 5

Colt 1911 damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7

Everyone is likely too busy to notice, but the normally awkward Conrad seems the opposite of Arabella, as if he only feels at ease in moments like this.


Conrad's first shot pierces the heart of the Reaver he was aiming at, killing it instantly.

Shooting at the other Reaver, he just grazes it, making it Shaken.

Reaver #2 : Shaken

Harold?


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

I went before the reavers this turn. waiting on new turn


Sorry, the list was on a previous page, and for some reason I had it in my head that you and Conrad were together at the end of the list. I also had the Reavers act before Emma, but fortunately her action didn't change anything.

Round 3
Harold : AS
Arabella : KS
Reavers : 9H
Daisy : 7H
Conrad : 5S
Emma : 4D

Harold and Arabella are up!


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

Spirit: 1d8 ⇒ 1
Wild: 1d6 ⇒ 1
Modifier: -2 (hindrance) -1 (1 wound)

Arabella continues to be gripped by visions of a past reaver assault. Finally, her flight instinct kicks in, and she runs away. As she runs, she calls out "Arler! Donne! Save yourselves! Get to the airlock!" She runs out of the engineering bay but not necessarily to an airlock.

Run: 1d6 ⇒ 5

Don't quote me the odds of getting two critical failures in a row. I know how to figure it out but it can only depress me more.


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

ARRRRRRRRRRRR!!!!!!!

Harold yells back at the reaver as he triggers a third shot.

Shooting: 1d8 ⇒ 7
wild: 1d6 ⇒ 5
damage: 2d8 ⇒ (3, 5) = 8


Harold's shot grazes the already slightly wounded Reaver, creating a gash on its arm that bleeds freely (Shaken + Shaken = Wound).

Spirit roll to become un-Shaken :
Spirit & Wild: 1d6 ⇒ 41d6 ⇒ 4 = Success

The Reaver attacks Harold :
Fighting & Wild: 1d8 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (3) + 2 = 5

Doing :
Damage: 1d6 + 1d4 ⇒ (5) + (2) = 7 = Shaken

The Reaver attacks Harold again :
Fighting & Wild: 1d8 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (6) + 2 = 8

Doing :
Damage: 1d6 + 1d4 ⇒ (4) + (2) = 6 = no effect

Daisy, Conrad, and Emma are up!


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

Daisy runs to her room to collect her rifle and ammo. As she runs her fear begins to turn to anger...


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

Conrad will turn his fire to the Reaver attacking Harold.
Shooting 1: 1d10 ⇒ 3
Shooting 1 Wild: 1d6 ⇒ 4 Not sure if that hits. Is there a penalty for shooting into melee?

Colt 1911 damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Damage ace: 1d6 ⇒ 2

Shooting 2: 1d10 ⇒ 9
Shooting 2 Wild: 1d6 ⇒ 6

Shooting 2 Wild Ace: 1d6 ⇒ 3

Colt 1911 damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Damage ace: 1d6 ⇒ 5 16 total

Possible Damage from Shooting raise: 1d6 ⇒ 6
Possible Damage from Shooting raise ACE: 1d6 ⇒ 6
Possible Damage from Shooting raise ACE: 1d6 ⇒ 5 17 more?


Actually, that does hit (under normal circumstances the number for a ranged attack to succeed is 4 or better). For future reference, rolling a 1 on the Skill die may cause a bystander to be hit. And a house rule : a Critical Failure on a Shooting roll inside the ship means some part of the ship gets damaged.

Conrad's shots tear into the Reaver, putting multiple holes into his torso, hitting vital organs. He falls to the floor, dead.

Melee is over! How do you react to these events? Daisy, you can assume you're back in the room now. Arabella, you will eventually roll a Success and come back to the room as well. Altho if you want to wait for a few other people to post first while you're out of the room, you can.


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 pauses, looks over at Conrad.
Thanks Mate

He then puts a foot on the reaver and triggers one more shot into the head of that one.
He then repeats the procedure on the other one.

Got to make sure they is dead
He comments as he changes magazines, then re-holsters his desert eagle.

Will reload magazine when I get back to my room.

Shall we go find the others that ran off?


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

Daisy runs up to the door, adopts a shooting stance and swings into the doorway... to find that all the reavers are down.
She sigh loudly, leans against the doorway and lowers her rifle.
"Is that all? How'd they get on board! Is everyone OK?"


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

Spirit rolls to end combat paralysis:
Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 3
Modifier: -2 (hindrance) -1 (1 wound)
Result = 4 - 3 = 1

Spirit: 1d8 ⇒ 6
Wild: 1d6 ⇒ 5
Modifier: -2 (hindrance) -1 (1 wound)
Result: 6 - 3 = 3

Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4
Modifier: -2 (hindrance) -1 (1 wound)
Result: 4 - 3 = 1

Spirit: 1d8 ⇒ 5
Wild: 1d6 ⇒ 2
Modifier: -2 (hindrance) -1 (1 wound)
Result = 5 - 3 = 2

Spirit: 1d8 ⇒ 3
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 1
Modifier: -2 (hindrance) -1 (1 wound)
Result: 7 - 3 = 4

So it took a total of 7 attempts to get a success. The wound penalty didn't help, but without that it still took 4 attempts. Might want to consider adjusting the -2 penalty down to -1 or eliminate it. Arabella has a d8 in spirit and it still was hard to get a success.

Arabella creeps back eventually, wounded and embarrassed. "I'm sorry about running. The attack triggered flashbacks to another situation with reavers and ...." Her voice trails off and she distracts herself by looking at the reavers. "They must have been hiding in the disabled ship and crept back into ours. We'll have to anticipate that if we face this situation again."

Arabella is available to use her healing skills to help people recover.


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

"It's OK, ma'am. I ran too! Now, How about we make sure there are no more... Last thing I wanna happen is be surprised by one heading to the ladies room in the middle of the night..."


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

Think nothing of it, we all have our good days, we all have our bad days.
My bad days take me back to the war.


Pace: 6; Parry: 6; Toughness: 7 (2)
Harold Wainwright wrote:


Shall we go find the others that ran off?

Conrad nods. "About the only thing I'm good at these days." He holsters the guns.

"Let's see if they are all right."


Arabella - a d8-2 (with a Wild die) statistically has a 48% chance of Success, so on average it should have only taken you 2 rounds to snap out of it. The extra Wound gave you a 37% chance of Success, so on average it should have taken 3 rounds. It looks like you just had a bad run of rolls. Without the Wound, it's like you flipped a coin 4 times and got 3 tails before getting a heads. Improbable, but not unlikely.

Bryce's voice comes over comms : "I'd like to know how they got on board as well - wasn't there a vacuum on the other side of the airlock?"

Everyone please make a Notice-2 roll...


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

Daisy cautiously looks around.
notice: 1d4 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (4) - 2 = 2

notice xplode: 1d4 ⇒ 2


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

notice: 1d6 - 2 ⇒ (6) - 2 = 4
wild: 1d6 - 2 ⇒ (4) - 2 = 2

notice explode: 1d6 ⇒ 1 = 5


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

Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 1
Modifier: -2
Result: 2 - 2 = 0

Arabella has a medical kit she picked up on her way back and sets about seeing if she can patch up her own wounds. Then she'll do the same for any other wounded people.

Healing: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Ace: 1d6 ⇒ 4
Modifier: -1
Result: 6 + 4 - 1 = 9
One wound removed (would have removed 2 if needed).


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

Notice: 1d4 - 2 ⇒ (3) - 2 = 1

Wild: 1d6 - 2 ⇒ (5) - 2 = 3


Harold, something you noticed subconsciously while fighting the Reavers now bubbles to the surface of your consciousness : they didn't seem to be having as much trouble fighting in the dim light as you did. You've never heard about Reavers having that ability.


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 just blurts out in general;

Kind of odd, but they didn't really seem to have an issue with the low light. Maybe they shorted the lights because it hurt their eyes ?


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

"Who knows. They were more like animals than people. Come to think, maybe we should take one of them apart, see what makes it..."


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

Common Knowledge: 1d6 ⇒ 3
Wild: 1d6 ⇒ 2

Healing: 1d8 ⇒ 7
Wild: 1d6 ⇒ 1

Science: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4

These rolls are to see if Arabella knows if reaver wounds carry disease or have the ability to promote the reaver transformation. I know in the incident similar to this where the Firefly crew rescued a survivor of a reaver attack, the survivor became a reaver. I don't know if they explained why. I think the implication was that the experience of being attacked and maybe witnessing barbaric treatment of other crew members had the psychological effect of driving the survivor to reaver-dom. This game may have a different mechanic although I expect some of the Firefly RPG sourcebooks may offer some suggestions.

Looks like zip from common knowledge, but 1 success from healing and from science, if those skills apply.


Arabella - treating Healing as "Medicine", you are sure that a Reaver wound won't turn the victim into a Reaver.

Also, you have 2 Wounds, and Daisy has 1, you should probably heal those...

Bryce says over comms : "Conrad, that sounds like a good idea. Arabella, can you perform an autopsy on one of them?"


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
GM_ZenFox42 wrote:

Arabella - treating Healing as "Medicine", you are sure that a Reaver wound won't turn the victim into a Reaver.

Also, you have 2 Wounds, and Daisy has 1, you should probably heal those...

Bryce says over comms : "Conrad, that sounds like a good idea. Arabella, can you perform an autopsy on one of them?"

I think I soaked one of the wounds. In any case, I rolled healing for Arabella's own wounds and got a success and a rasie, so I think she's good.

Arabella takes a look at Daisy's wound and does what she can to help.

Healing: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1
Result: 4, success, one wound healed.

Then Arabella gets help moving the corpses of the reavers to the medlab and starts the autopsy. She records her findings as she works.

Healing: 1d8 ⇒ 5
Wild: 1d6 ⇒ 5
Result: 5, success.


You notice that their eyes are different than normal (even for Reavers), that might explain why they had no problem with the semi-darkness. You've never heard of Reavers having this ability.

Bryce's voice comes over ship's comms "I'd still like to know how those Reavers got on board since there was a vacuum on the other side of the airlock - can some of you look into that?"

Dataphiles

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

Emma gets to work repairing the broken things.

Repair at -2: 1d8 - 2 ⇒ (6) - 2 = 4

WILD Repair at -2: 1d6 - 2 ⇒ (2) - 2 = 0


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 communicates her findings to the group. Once she is done, she'll help look around for evidence of how the reavers got in.

Did the autopsy reveal anything odd about their lungs that might allow them to withstand vacuum conditions?

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 4
Result: 4.


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

They probably snuck across while we were crossloading.


Emma gets the light working pretty quickly.

Arabella, if the Notice roll is for you looking around for how they got in, you didn't find anything.

I'm going to assume that everyone's looking around - please make a Notice-2 roll (except for Arabella).


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

notice: 1d6 - 2 ⇒ (3) - 2 = 1
wild: 1d6 - 2 ⇒ (6) - 2 = 4

wild Explode: 1d6 ⇒ 5 =9


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

This time Daisy keeps a weapon with her while she looks around..
notice: 1d4 - 2 ⇒ (4) - 2 = 2
wild: 1d6 - 2 ⇒ (3) - 2 = 1

notice xplode: 1d4 ⇒ 4
notice bigger xplode: 1d4 ⇒ 1

Huh. What's this..."


Harold and Daisy are searching together, and in a corner of the Engineering room, tucked behind a bunch of big machinery, you find two spacesuits.


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

I take it that these don't belong to you Daisy?

He walks over to the comm panel.

Attention, we found 2 space suits in engineering that don't belong to us. Keep an eye out for more, which would indicate more bad guys on the ship.


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

Daisy leans in to look, crinkles her nose and furrows her brow, steps back and looks at Harold, "Oh heavens no. None of us can stink like that!"


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

After turning off the comm.

Well, I guess with a cleaning, the ship now has two more spare suits

He then chuckles a bit.

Don't take this the wrong way Daisy, but please accompany me to my room


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

Daisy smiles.
"I would not dare do anything inappropriate with Miss Arabella's future husband! Lead on."

As they walk out, "I call dibs on NOT being the one to clean those suits..."


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

Once Harold and Daisy get to his room, he pulls his shotgun out.

You know, I really need to get some 9mm ammo

He glances at Daisy.

So I figure about 3 days in the vacuum of space, ought to freeze them. Cleaning should be easy after that. However, shall we go check your room.


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

Once Harold and Daisy get to his room, he pulls his shotgun out.

You know, I really need to get some 9mm ammo

He glances at Daisy.

So I figure about 3 days in the vacuum of space, ought to freeze them. Cleaning should be easy after that. However, shall we go check your room.

"Well, if there was one in there before I would have been in trouble but yes, better safe than sorry. Let's check all the rooms."

She makes sure her rifle is loaded and the safety is on...


Good roleplaying! Everyone else join in - what is your reaction to finding two hidden spacesuits?


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

"Reavers can be wily, so I recommend we meet in the bridge and, as a group, systematically sweep through the ship, looking in every ventilation duct, storage compartment, smuggling chamber--not that we're that kind of outfit--until we get to the other end. Then we do the same to the outside while keeping the airlocks closed. Do not split up! Arm yourselves."

Arabella will ask Conrad to be her support buddy while she gets her weapons and then they can head for the bridge.


One more day for anyone to post what they're doing, then I'll move things along...


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 and Daisy continue to check rooms and lock them as they head for the bridge.


To make a long story short, you search every nook, cranny, and corner of the ship and don't find any more Reavers.

Bryce comes over comms : "Reavers wearing spacesuits? Well, I guess if they can pilot a spaceship they can figure out how to put on a spacesuit. Seems like a lot of long-term planning went into this tho..."

The rest of the journey passes without incident.


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

First for me as well. Until last week, I only thought the Reavers were a myth to keep people in line

Harold then excuses himself and goes and puts his shotgun away.


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

"Personally i'd be happy to never see or even hear about one the rest of my days.."

Everyone notices she tends to walk around the ship with at least a small weapon after the incident...

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