Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
I'm hanging in there, had the flu (or something) a couple of months ago. Work has recently ramped up from a 5 to an 11, but that's just for another couple of weeks. Still hoping Aloha will come back eventually...
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Please note, if Remnant says you *do* need to make a Driving check, that would constitute a second action, and thus a MAP. That wouldn't affect your Shooting roll (still a Success), but would affect your Driving roll.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Nope, normal movement (usually up to 6") is a Free action, which you can take as many *different* ones of in your turn as you want (but not two of the same). Running however is a non-Free action, and so would impose a MAP.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Remnant, I'm confused about something - a few posts (of yours) ago, you said there was a man kneeling next to the door with the multi-legged Grimm. But then when I shot someone, you started talking about a raccoon? And I assumed he was the size of a raccoon, so that's why I stated I picked him up before running. But if he's a human-sized raccoon faunus...I guess I grabbed his hand and he ran with me? Azure lets go of the raccoon, looks him in the eye and says "Stick around and do nothing, or I'll shoot you again..." Azure shoots at one of the mooks with both barrels (-2 due to recoil) : Shooting & Wild: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0 And shoots again, with both barrels (-2 due to recoil, no MAP due to Quickness) : Shooting & Wild: 1d10 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1 Ah well, two swings and a miss...
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Azure hesitates to leave Esper on her own, but there's no time for debate. Azure picks up the racoon creature and runs for the nearest outside exit, at double speed (Quickness). Over her comms she practically yells "We *may* have a large, powerful Grimm on our hands in here! Esper's going to do her best to draw it outside, meet us at the [north] exit of the factory as soon as possible!"
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Remnant, since you're going to make a ruling about how to handle Semblances soon, I'd just like to re-iterate that Fatigue penalties will make *every* aspect of combat significantly harder and harder the more you use your Semblance, which I don't think accurately reflects the action in the shows, while with PP you're just as good a fighter at 1 PP as you are at full PP (you just can't use your Semblance any more).
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
In case I never specified before, Azure keeps Reaper in Shooting mode by default, because it's always possible to shoot someone before you get close enough to engage them in melee. Azure activates her semblance (are we still doing it the old way?) : Spirit & Wild: 1d8 ⇒ 21d6 ⇒ 2 Arrgh! Spending a Benny... Spirit & Wild: 1d8 ⇒ 81d6 ⇒ 6 No need to re-roll, an 8 is a Raise... Remnant : "With a Raise, the recipient can redraw any initiative cards lower than Eight each round [and take the better of the two]." And with her second action (due to the Quickness, no MAP), she shoots at the stranger with both barrels (-2 due to recoil) : Shooting & Wild: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (4) - 2 = 2 = 5, a hit
Doing Damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7 and Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14
damage. Bennies = 2
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Upon hearing that Esper wanted help, Azure decided that she would go, and so quickly threw on her regular clothes over her pajamas. When she hears that Carmine agrees with her decision, she merely nods and grabs Reaper, and runs towards the middle of the factory. Remnant, how many rounds to get there from here? And, how many rounds would it take to put on +2 armor? If it's only a couple, she'll do that as well.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Notice & Wild: 1d6 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (1) - 2 = -1
"...Who? What? Where?" Azure says as she hears the loud noise, having only been lightly asleep. "HEY EVERYBODY, wake up! That sounded like it came from the center of the factory!" She gets out of bed, and tries to decide whether she should get dressed, or armored up, or just throw on a bathrobe over her light sleeping clothes.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
I'm against Fatigue on general principle, because you only need three levels of it to become Incapacitated (as opposed to four Wounds), unless the recovery time was obscenely short, like a half an hour per level or so. Also, with PP, you're just as good a fighter at 1 PP as you are at full PP. But the Fatigue penalties will make *every* aspect of combat significantly harder and harder the more you use your Semblance (especially once you *also* start taking Wounds! - can you say "-5 to *every* roll"?), which I don't think accurately reflects the action in the shows. I like using Spirit to activate Semblances (Remnant, are you sticking with that?), and I'd prefer it if they only cost 1 or 2 PP per activation. And I assume that an "activation" lasts for the standard 3 rounds that most Powers last for? And, if we get the lowest range for our Ranged weapons for free, does that give us another weapon creation point to play with? Also, my PC was built around Powers, not Superpowers, please can she be grandfathered in? And if by "retcon", you mean my communication mistake, maybe Shamrock and I were separated enough in the forest that I called him on my tablet, and we all were linked together in order to stay in touch, so Esper happened to hear it? Or, I spoke directly to Shamrock, and the conversation between Esper and Mr. Sable just never happened...
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
I'm posting this to all of my SW games, I hope the DM doesn't mind... I’d like to try running a Savage Worlds Necessary Evil (NE) campaign. Executive summary : the PC’s are super-villians, and are Earth’s last defense against a race of aliens that came to visit, wiped out all the Earth’s super-heroes, and are now taking over the Earth. If you’re interested, please go to Recruitment.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Oh, that was a total "oops" on my part - I thought *Esper* was with me, instead of Shamrock. I didn't mean to call on the one person who was actually with Mr. Sable, and could ask him to handle the problem.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
How far out do the bootprints go? Notice & Wild: 1d6 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (5) - 2 = 3 = 3 Drat, we both missed it! "It's more likely that someone, maybe Sable, has already tried to track this thing."
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Well, by RAW, you can bump up *one* skill that's the same or higher than its linked Attribute (I'm assuming that's what you were referring to by "the other one", please let me know if I'm wrong), whereas the house-rule only allows you to bump up a skill that's strictly *lower* than its linked Attribute (so it encourages you to increase your "newer" skills). A subtle but important difference...
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Remnant wrote: People who start out heavily specialized have a rough time branching out... There's a common house-rule among Savage World'ers whereby when you use an Advancement to get a d4 in a new skill, you can also bump up another skill that is lower than its linked Attribute. Kind of takes the sting out of "just" getting a d4 in a new skill for the price of an Advancement... Whatdayathink?
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Esper, FWIW, I suggested you butter up Mr. Sable before I read your above post... Guys, from a meta- point of view, does anyone have the Tracking skill to find the Grimm? What about Stealth to go where we shouldn't? I have neither. We're built to be fighters, not investigators...and a d4-2 only has a 32% chance of success, even with a Wild die! And Remnant, what *would* we roll to evaluate and/or find holes in their security system? Knowledge/Security? Anyone have *that*?
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Looking back and forth at Carmine and Esper, Azure says "Well, you've each taken two tasks, which for the moment leaves Shamrock and me with nothing to do. We can't patch the holes in their security until we've found them, and we can't attack the Grimm until we've found it. Esper, you're a personable person, why don't you try buttering up Mr. Sable? Carmine, you want to look at the security system or track the Grimm?"
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Her ears having pricked up at Sable's "take care of my farm" comment, she actually breaks out into a grin at the mention of Grimm and a recent attack. "Ah ha!" she says, looking at no one in particular, "so we're *not* here to study dust or farming methods, but to protect the farm! That's better!"
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
As cloudy as her mind is from being awake at this obscene hour, Azure is perhaps a little more forward with a professor than she should be, saying "Professor Peach, I thought Professor Ozpin said he would be testing our abilities in the field? How is studying a dust farm going to do that? And how do we make up missing two weeks of our other classes - all that homework, and quizzes, and exams?"
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Well, technically it is needed to use two weapons with the same effectiveness in each hand, but if you are going to be making two (weapon-based) attacks a lot, Two-Fisted removes a -2 from *each* attack (the Multi-Action Penalty, or MAP), while Ambidextrous removes a -2 only from your off-hand attack, so Two-Fisted is a better first choice as it gives you more "bang for your buck". Unfortunately, Two-Fisted only applies to Fighting, Shooting, and Throwing attacks, so it wouldn't remove the -2 MAP from a Shield Bash.
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Esper, just checking - you only need Ambidextrous when you use a shield as an Improvised Weapon, and if you'll be using it for that a lot, taking Two-Fisted would be a better first choice. It's up to Remnant to decide if the Shield Bash Push maneuver would be subject to an off-hand penalty (since it doesn't involve a Fighting roll), which Ambidextrous would then help...
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
If it's possible to go into town, Azure will do so, to see the sights. She'll either go on her own, or with Shamrock should he express an interest in going out loud. Otherwise, she'll be hitting the books (and training mats) hard, wanting to do the very best that she can. No late night parties for her!
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Remnant - ok, no problem. I know SW excels at bunches of Extras, I just noticed that you Wild Attacked me in two 1-on-1 fights, and thought it was going to be a "thing". P.S. - that Grab/Takedown combo sounds nice!
Female Human Huntress/Novice; Parry=7; Toughness=8(2); Fighting=d10; Shooting=d10, Notice=d6; 15 PP
Esper, even a Common Knowledge roll gets a Wild die! ;) Azure searches her memory for what she's heard about them : Common Knowledge: 1d4 ⇒ 31d6 ⇒ 2 But, having grown up in a different land, doesn't know anything about them.
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