| Arabella Stormworth-Darling |
"Well, fortunately for you, we're not the types to harm a fella for doing his duty. 'Sides, if those others never come back, we might need an extra gun to fight our way back to our ship. Let's talk about something else. This reminds me of that movie about the crew that stops to investigate a derelict space ship with a distress beacon on and tan alien gets on board that ends up killing almost everyone on board. I think it starred Sidney Wright."
| Harold Wainwright |
Harold looks at the fellow waving his pistol.
Sir, if you don't mind, we will stand there quietly, just point that thing at this hatch in case those things come in
He points at the hatch that was just quietly closed and tries his best to chivvy everyone out of line of fire from the guard and the hatch.
He then stops when he is clear of the hatch, and turns around, so he is between the hatch and the rest of the group.
If they come in, they should be going for the soldiers due to proximity.
If any come our way, I will attempt to kill them.
After that happens, we will then have to make a break for our ship.
He makes sure both his hands are free as he starts to wait.
| Harold Wainwright |
Even if we are on the bridge, I don't want to be between a terrified troopie, and a door where critters can come in from. I am trying to be diplomatic, and get everyone moved from the area of the main hatch.
| Harold Wainwright |
A misunderstanding. I thought the critters were on the other side of the bridge hatch.
Look buddy, I know you have a job to do. But can you not see one of the ladies is ailin'. Can you get a couple of chairs for them.
He keeps his hands very obviously on the camera in his hands.
| GM_ZenFox42 |
Sorry, my next move was going to be something very similar to what Harold thought was happening (but I had thought of it before that), so I spent some time trying to come up with something better, but couldn't. So...
A bloodied Alliance soldier comes rushing in, and says "Damn, those things are tough! They killed Simmons and Evans, so I got out of there right away."
The Captain says "Are you sure you locked the door to the room that they're in?"
A look of horror comes over the soldier's face and he has to force himself to say "No, sir. I was running for my life."
The Captain says "So, you've led them right to..."
And right at that moment the two creatures burst thru the door to the bridge, growl/scream at everyone, and move in to attack...
Round 1
Daisy : QC
"Reavers" : 5D
Guards in the room : 4H
Arabella : 4C
Harold : 3C
Daisy is up!
| Daisy Mae Puckett |
"I knew it!"
She quickly pulls her derringer and fires a shot at the nearest one.
shooting: 1d8 ⇒ 7
wild: 1d6 ⇒ 5
damage: 2d6 ⇒ (3, 1) = 4
She then runs behind the biggest and most armored individual, which would be the Alliance guard that was in the room...
How many bennies do we have? Contemplating bennying that damage roll..
| Arabella Stormworth-Darling |
If Harold has a benny to spare, I might recommend spending it to get a new action card. Arabella only has one left, so she's not going to do that. Also Arabella may freeze up if she can't make her spirit roll - 2, in which case, she'll just move to try to keep away from the reavers. So it may be just Daisy, Harold, and the guard fighting these things for a round or two, not that Arabella is much good at fighting.
I think benny rerolls only apply to trait rolls, not damage.
| Arabella Stormworth-Darling |
I always forget if using Bennies on damage rolls is kosher in SWADE.. :) I'm confident Harold and Mr Soon to be dead can handle it!
I remember reading it somewhere, but I just double-checked in SWADE and it does list spending a benny to reroll damage. I stand corrected.
| Daisy Mae Puckett |
Thanks! Been busy and haven't looked it up yet. I don't remember how many bennies I have either but if I have more than 2 i'll spend one to reroll damage. 2d6 isn't really much. :)
damage, reroll: 2d6 ⇒ (2, 1) = 3
Nort. The universe hath spoken! :)
| GM_ZenFox42 |
Since this is the start of a new combat, everyone's back up to 3 Bennies (before taking an action in this round).
Bennies can be used to (among other things) re-roll any Trait roll, re-roll a Damage roll, or draw a new Action card. Just state what you're using it for.
I just ran a simulation. FWIW, when re-rolling 2d6 for damage, there's a 50% chance that the new roll will be on average 5 points higher than the first roll (and a 50% chance of no improvement).
| Harold Wainwright |
Ah F***
Dropping his left hand which is holding the camera, Harold reaches down with his right and pulls his Eagle out and tries to line up a shot on a charging Reaver.
shooting: 1d8 ⇒ 2
wild: 1d6 ⇒ 6
wild explode: 1d6 ⇒ 5 Total 11
Damage: 2d8 ⇒ (7, 7) = 14
| GM_ZenFox42 |
Who to attack: 1d3 ⇒ 1 Alphabetically, that's Arabella.
The crazed monster rushes towards Arabella and tries to slice her with its extra-long, extra-sharp fingernails :
Fighting: 1d8 + 2 ⇒ (8) + 2 = 10 Oy!
ACE!: 1d8 ⇒ 1 = 11
It slices her badly, inflicting 1 Wound. Want to Soak it?
The Alliance guards hesitate to fire, for fear of hitting Arabella. And they don't have any lethal melee weapons.
Arabella is up!
| Arabella Stormworth-Darling |
Arabella's down to 1 benny so I better save it.
Spirit: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
Modifiers: -2 (combat paralysis), -1 (wound)
Result: 4 - 3 = 1.
Arabella backs away from the reaver.
She failed her roll to avoid combat paralysis and can't spend a benny to reroll it. Does she have to worry about the creature getting a free attack on her if she moves away? If not she'll move her movement (-1 for the wound). If so, she'll stand her ground and hope someone can save her.
| Manjit Banepali |
Bob is unsure how he got into this mess, but it was getting out of control. He had thought the Alliance goons could handle the reavers, but that was wrong, and too many people were getting hurt.
Using his innate ability, the small, misshapen man aims a bolt of energy at one of the reavers in hopes of keeping some of the people here safe.
Not too sure what it is I will need to roll to hit....if anything.
I would like to increase damage to +3d6 dice so point cost would be 3
| GM_ZenFox42 |
Arabella - please remember on your Action next round, to first make a Spirit roll (at at least -1) to overcome the Shaken the Wound imposed.
The creature would get a Free Attack if you back up, so the best thing to do is stay put.
Bob - I mentioned in Recruitment that you might not want to use your Powers in a room full of Alliance people. Your bolt has *some* kind of physical manifestation, even if it's just a blur of energy, so I'll give you a chance to re-think your Action.
| GM_ZenFox42 |
If you pick a Trapping of "bullet" here, your Power will always manifest as a bullet. If you use a finger, everyone will get a +2 to Notice the discrepancy. Please pick a permanent Trapping for your Bolt Power.
Illusions can only make things appear, not disappear. There's other Powers that make people harder to hit, and I'd like to keep the results of Powers separate from each other.
I will allow you a ret-con to have a gun in your possessions. I figure you saw the line about psychics not being able to use weapons, but that's once you're part of a crew. If you're on your own like now, there's nothing to keep you from having a gun.
Also, this is definitely a stressful situation, so please roll a single non-re-rollable d8, and on a 1 you “freak out” in some way.
The TN (Target Number) to hit someone with a Ranged weapon is usually 4.
| GM_ZenFox42 |
Bob - Trappings are an essential part of the SW magic system. It prevents PC's from being overpowered by changing a Bolt (for example) into a freeze ray against a fire creature one time, then into a flame against a cold creature another time. You have to pick one Trapping, technically for each spell, but especially for Bolt.
Round 2
Arabella : JOKER! Act anytime, with +2 to *all* rolls! And everyone gets a Benny.
"Reavers" : AS
Bob : QD
Guards in the room : QC I think I forgot them last round, they were so shocked by the appearance of the Reavers that they could not act... ;)
Daisy : 6H
Harold : 2S
Reaver's action : I just now noticed that I used its Fighting roll as its Damage roll in the first round, so Arabella may not have a Wound :
Damage: 1d8 + 1d4 + 1d6 ⇒ (2) + (1) + (2) = 5 = Shaken
This round :
Fighting: 1d8 + 2 ⇒ (3) + 2 = 5 = barely hits
Damage: 1d8 + 1d4 ⇒ (7) + (1) = 8 = Shaken
According to Da Rules, a Shaken while Shaken results in a Wound, but Arabella didn't roll to overcome the first Shaken, so when its her turn, please make a Spirit roll (without a +2) to see if you came out of Shaken last round. If you don't, you take a Wound this round. OTOH, you can act before the Reaver this round, so try to get out of paralysis, and if you do maybe you can do something to the Reaver to prevent its attack this round, like make it Shaken.
| Manjit Banepali |
OK, sorry I misunderstood what you were saying. I will go with the bullet trapping for my bolt then...makes the most sense. Now, would it be possible to use a 'dummy' firearm and cast the bolt through it...as if it were a regular gun? Just trying to find a way to make it possible to use the ability without being immediately discovered.
| GM_ZenFox42 |
Bob - I thought about suggesting you use an empty gun, but then there would be no sound accompanying the shot. ...time passes... Wait a minute - you could load the gun with blanks! Problem solved.
If you have enough money to buy a gun, you can ret-con that in. I'd assume there wouldn't be much market for blanks, but they can surely be found somewhere.
Wait a minute, Bolt isn't on the list of Powers available to Psionics in the setting rules. Please see Recruitment so we can talk about this.
| Arabella Stormworth-Darling |
Spirit: 1d8 ⇒ 2
Wild: 1d6 ⇒ 6
Wild, ace if it matters: 1d6 ⇒ 2
Result: 6 + 2 = 8
Assuming that succeeds, this is to break our of the combat paralysis.
Spirit: 1d8 ⇒ 6
Wild: 1d6 ⇒ 1
Combat Paralysis rolls are at -2
Result: 6 - 2 = 4, normal success. If the Joker +2 applies, then it is a result of 6.
Assuming that succeeds, this is for being a rude abomination.
As I read the rules, Arabella can make an attack with her pistol, with the TN equal to the defener's parry. So here goes.
Shooting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1
Modifier: +2 Joker
Result: 4 + 2 = 6
Since this is life or death and she just got a shiny new benny, will reroll that.
Shooting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Modifier: +2 Joker
Result: 5 + 2 = 7 (A little better at least).
Damage: Colt Peacemaker: 2d6 + 1 ⇒ (2, 3) + 1 = 6
Modifier: +2 Joker
AP: 1
Result: 8 + 2 = 10
Damage bonus for a raise:
Raise Damage: 1d6 ⇒ 5
+2 ?
Arabella recovers quickly and snaps out of her momentary bout of PTSD. She draws her pistol, snarls and fires at nearly point-blank range.
| GM_ZenFox42 |
That's weird, I made a post a few days ago explaining in detail what rolls Arabella needed to make, and what penalties/bonuses applied to them. I'd swear I actually posted it (as opposed to just Previewing it), but now it's gone. Fortunately, Arabella figured it all out completely correctly.
Arabella's shot grazes the Reaver (Shaken).
So on it's turn it tries to snap out of it :
Spirit: 1d6 + 2 ⇒ (3) + 2 = 5
So it does take a action, and Arabella is Shaken again (roll next round to snap out of it).
There are two armed Alliance guards in the room, they pull their laser pistols and fire :
Shooting: 1d8 ⇒ 7
Doing
Damage: 2d6 + 1d6 ⇒ (4, 1) + (5) = 10
which also grazes it (Shaken).
Shooting: 1d8 ⇒ 1
The other guards misses.
Everyone else is up!
| Daisy Mae Puckett |
Daisy continues to use a large and beefy Alliance guard as a shield, keeping one between her and the reavers.
She pops out just long enough to take a shot at the one that was jsut hit...
shooting: 1d8 ⇒ 8
wild: 1d6 ⇒ 3
damage: 2d6 ⇒ (4, 5) = 9
shooting xplode: 1d8 ⇒ 2
xtra damage in case of a raise: 1d6 ⇒ 6
jsut rude becasue it's prob not a raise damage: 1d6 ⇒ 1
| Harold Wainwright |
Ah you son of a
Harold curses as the other one that was bouncing towards him goes down and the other gets through.
He tracks over with his pistol and lets fly another shot.
shooting: 1d8 ⇒ 4
wild: 1d6 ⇒ 1
damage: 2d8 ⇒ (4, 6) = 10 AP1
| GM_ZenFox42 |
Daisy's shot hits the Reaver in the chest and pierces his heart, killing him instantly.
After two encounters with them, you notice they seem to be very easy to hit, probably because they attack in a frenzy, ignoring trying not to be hit.
I forgot to mention that the non-guards in the room started screaming and moving as far away from the creatures as possible. Once they're down, there's a moment's pause of quiet, and then they all start cheering for you.
What do you do now?