Exploring the Savage World of Keltica

Game Master ZenFox42

A Savage Worlds campaign in a fantasy setting (Elves, Dwarves, magic, etc.) with pre-Civil War technology (steam engines, locomotives, but only single-shot guns and no electricity).

CURRENT MAP


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I'm playing Arabella's last requests (no, no foreshadowing here, heh heh heh) as happening right in front of the door...

You all hear in your ears "The room is large and rectangular. We can control the lighting, but that wouldn't affect one of the creatures." <pause> "Just before we open your door, we will start to open the door opposite yours, then close it. That should hopefully make them look away from you. One prisoner is near your door and will be hard to shoot until you get in the room, the other is near the other door. Watch out for the blue one, it could be anywhere on the walls or ceilings, not just the floor."

Waiting to see if Marko is casting spells on others before the door opens (don't forget to figure out how many PP you spent on the last battle first!).


Ok, so no one's drinking or casting...
Map is updated, you may re-shuffle yourselves as you see fit, but I put Arabella in front of the door since she was going to shoot first.

Initiative (start of round 1)
Alex : Init: 1d1000 ⇒ 32
Arabella : Init: 1d1000 ⇒ 232
Connor : Init: 1d1000 ⇒ 142
K'Don : Init: 1d1000 ⇒ 833
Marko : Init: 1d1000 ⇒ 260
WindDancer : Init: 1d1000 ⇒ 787
Katana : Init: 1d1000 ⇒ 586
Validus : Init: 1d1000 ⇒ 157 Orc-sized humanoid, three-fingered, mouth but no ears, nose, eyes
Ror : Init: 1d1000 ⇒ 742 Metallic-looking humanoid, otherwise human-looking in all respects
Xvark : Init: 1d1000 ⇒ 503 Small and six-limbed with bluish-gray fur, large ears and small antennae

The prisoners get Smarts rolls at -2 to figure out the Trick :
Validus: 1d10 ⇒ 31d6 ⇒ 5 = 5 - 2 = 3 Nope
Ror: 1d6 ⇒ 51d6 ⇒ 6 = 6 - 2 = 4 Yes (no point in rolling the Ace)
Xvark: 1d6 ⇒ 11d6 ⇒ 4 = 4 - 2 = 2 Nope

So in order : K'Don, WindDancer, Ror, Katana, Marko, Arabella, Connor, and Alex gets the Joker!

Remember Arabella asked everyone before her to hold, but : she can't see the metal-man as the door opens, just Validus and Xvark. Ror is not on the map yet since no one can see him.

Arabella, what do you do?

ALL - seeing Arabella hesitate, what do you do? Wait for Arabella, or go ahead and act? You can move thru friendly-occupied squares with no penalty.

P.S. - I may add other stuff to the room (tables, chairs, etc.) but that will have to be later.


Male Human Wizard

I beg to differ, Marko said he was casting summon ally, and I assumed that since our plans included doing those things we were doing those things. Perhaps we were unclear, having gotten caught up in the figuring out how to do things on the discussion page. So let me recap what should have been more clearly stated.

K'Don has a potion of healing, other potions have been distributed to the people as set forth by Arabellas Strategy (which should problably have been done over on this page as it should have been a discussion.

Marko cast summon Ally and the panther has the hearty edge.

Bracelets are activated.


Arabella has some leather armor, so I don't think the armor potion will help her, but given what happened to Marko last fight, he should get the armor potion, just in case.

I'd sugggest one healing potion goes to Connor, who can carry it where WindDancer can grab it so he can deliver it across the battlefield and force-feed or hand it to someone in trouble. K'Don can carry the other, as far as Arabella is concerned.

K'Don stands prepared to dash into the room. (on hold)


Male Human Wizard

Marko will quaff the armor potion. Sends the panther into the room and quickly around the corner out of Arabella's way with instructions to find and attack the "quick" creature.


I think we should have done our strategy session over here in character.


Since K'Don is first, and on hold, after Arabella shoots, he will charge into the room. Seeing the metal man and the odd creature with his brain showing, he will go after the creature with his brain showing and attack.


Fighting: 1d10 ⇒ 4
Wild: 1d6 ⇒ 6

WildAce: 1d6 ⇒ 3

6+3+1(prefered weapon)+?= 10 + (still learning any other plusses)
Success with one(?) raise.

Damage: 2d10 + 1d6 ⇒ (7, 4) + (4) = 15


Alexander targeted Xvark, thinking to deal with the faster of the two first, then let everyone move in as a group and deal with the last two. He would bet on K'Don against a lumbering brute any day. Still, he waited for Arabella to fire first.

shooting 1: 1d8 - 2 ⇒ (2) - 2 = 0
wild 1: 1d6 - 2 ⇒ (4) - 2 = 2

shooting 2: 1d8 - 2 ⇒ (6) - 2 = 4 Success? Do we get a bonus for the Trick, or is the bonus just that we get to act first?
wild 2: 1d6 - 2 ⇒ (1) - 2 = -1

dmg: 2d6 ⇒ (3, 1) = 4


Marko - I had accounted for the summon ally (the wolf icon on the map), I was just referring to any additional spells you might cast before the doors open.

K'Don - there's another game I'm in where a lot of strategizing just happened in Discussion (Turning Wheel for any of you who are in it), and I too thought it would have been more interesting if it had happened in character in Gameplay.

Alex - the bonus to this trick is that some of the prisoners won't be acting. It's not technically a RAW "Trick", so I'm improvising, and calling it "surprise".


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

I'm assuming Xvark, the quick alien, is the one represented as the mouse-like creature, which she couldn't see initially. So the only target would be Validus at the far side of the room.

Shooting: 1d4 ⇒ 2
Wild: 1d6 ⇒ 4
Result = 4

So Validus gets an agility roll TN = 4 to avoid

Non-lethal: 2d10 ⇒ (1, 5) = 6
Reason Power Points: 8/10

If we're following the strategy outlined by Arabella, K'Don would have taken the Quickness potion to allow him more attacks each round. If Marko did not cast deflection on him, Arabella recommended that K'Don take the deflection potion as well.

Arabella in discussion wrote:

The deflection helps against both fighting and shooting (ranged) attacks and causes attackers to take a -2 penalty to hit. It even helps against area effects. I noticed that Marko can also cast this, so if he has the power points to spare, he could perhaps give several people this ability instead of using the potion. It's two power points per person and each lasts 3 rounds, and can be extended at a rate of one round per point. This is something K'Don should definitely have on him, whether from taking the potion or from Marko casting it on him. One possible benefit of having Marko cast it is that with a raise on his Wizard roll to activate makes the penalty to hit the target -4.

Quickness gives the user 2 actions each round, so it would also make sense for K'Don to have that, since he will be in the thick of things with multiple opponents.


-Sorry, out of mental energy for the day. Tomorrow's a "short-post" day for me anyway, so I will sort all this out Thursday (hopefully).
-I thought I had asked for final spells *and potions* up above, but have now noticed that I did not.
-I will say it makes it hard to know what's been done when one player suggests some things, but no one else actually says "ok, I'm doing that" or "ok let's go with that". That right there is a good reason to make such discussions in-character role-playing.
-I'll give everyone the benefit of the doubt this time, and I'll apply everything Arabella suggested as to who *has* what potions. I've asked her to collate that for me and post it soon.
-Once Arabella posts who has what, you each have another chance to declare whether you're taking the potion before the door opens, or whether you're keeping it on your person for the time being.
IF YOU DECIDE YOU WOULD HAVE DRUNK IT, please roll d20 and on a 6 or higher you drank it before the door opened. Otherwise, for whatever reasons, you didn't drink it yet, and it's stashed in an easy-to-grab spot on your person.

-Please no one post more melee actions for the time being.


So K'Don will quaff the quickness potion.

1d20 ⇒ 4
oops no go here.


Male Human Wizard

Marko will cast the deflection spell on himself.
SpellCasting: 1d10 ⇒ 7
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 6
WildWildAce: 1d6 ⇒ 3

15 is a success with 3 raises?

9/15


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

Just before the doors were opened: Arabella keeps one of the healing potions where she can grab it quickly and gives the other to Connor, saying, "Keep this where WindDancer can grab it and make sure she understands to pour the liquid in it into the mouth of someone who is too badly wounded to do it himself. It will heal some of the wounds. Or she can fly and hand it to someone who is wounded and can drink it himself."

She gives the quickness potion to K'Don, the Deflection potion to Alexander, and the Armor potion to Connor. Regarding these last three, she says, "These don't last long, so take it just before you are going to need it. Connor, if you have to run in and try to help someone, drink this to protect yourself. We almost lost you once. We don't want it to happen again."


Wounds: 0 | PP: 10/10 | Bennies: 4/4
Arabella Stormworth-Darling wrote:
"Keep this where WindDancer can grab it and make sure she understands to pour the liquid in it into the mouth of someone who is too badly wounded to do it himself. It will heal some of the wounds. Or she can fly and hand it to someone who is wounded and can drink it himself."

Connor nods and turns his head towards WindDancer on his shoulder. They stare at each other for a few seconds, quiet and unmoving, then WindDancer nods.

"She understands. She'll do it. Who tells her who?"

Arabella Stormworth-Darling wrote:
"Connor, if you have to run in and try to help someone, drink this to protect yourself. We almost lost you once. We don't want it to happen again."

"I don't want it to happen again either," the boy says as he accepts the container. "But I should still use this thing, right?" he asks, indicating his wrist.


Male Human Wizard

Marko is at -4 due to Deflection Spell. The trapping used is light (in keeping with the previous character). So a mirror like shield appears around him blurring is appearance.

Where does the panther appear in the order of init?


Ok, this post is all "ooc", but I'm not going to type them over and over. So, let's get things in order...

First off, it's been almost 24 hours (real-time) since Arabella handed out potions, and no one's actually drunk a potion yet (K'Don tried, but missed the roll).
So everyone knows what potions they've got. Please be sure to update your character sheet (on-line and at home) to note what you have.

Marko - I hate to be hard-nosed about this, but I gave you two days to declare that you were casting any spells, so sorry, you can't have cast it *before the door opened*. On the other hand, based on Arabella's potion hand-outs, you didn't *have* a potion to take on your action this round as you declared above. So instead you can cast the Deflection spell on yourself this round.

However, I *know* you cast some spells in the first battle, and unless you want to go over the entire battle's notes and tell me exactly what you cast, I'm going to say that you used 4 PP in that battle (I know you used Summon Ally and the extra one is for maybe a Bolt or something). This is your second Summon Ally (3 PP, not 1), and Deflection is 2,
so you have 6 PP left.

From the Summon Ally description, your summoned creature acts when you act (please read carefully!). Please keep reminding me that it has Hardy.

ALL - finally, since the wrist-shield is tech (not even Weird Science, and definitely not any specific Power), I'm going to say it stacks with magical Armor and/or Deflection (as well as physical armor).
Everyone please remember the wrist-shield's +1 Parry +1 Toughness and remind me as needed! :)


Now just sorting things out about *this* round...

So, in order so far :
Arabella shot Validus with "Reason"
Arabella, would you have stopped IN the doorway, knowing others need to get in? I know I said people could move thru friendly squares, but a doorway is a bit of a bottleneck.
K'Don rushed in to engage Validus
Marko cast "Swirling Mirrors"(Deflection) on himself
Since Alex got the Joker, he can have shot at Xvark before the panther arrived. NOTE to self : add +2 to shots and damage due to Joker
Alex - you need to have moved into the room to shoot, please move your icon accordingly (up to 6 square from where you were)

The panther moved over to Xvark and needs to roll its attack

So WindDancer, Ror, Katana, and Connor have yet to act.
WD and Connor, if you're going to Hold, please say so (I know I asked no one else to post actions, but that ban is lifted as of now).

Please if anyone notices anything I missed, let me know ASAP!

Barring the few tweaks needed from players noted above, I think I can now process what's happened so far.

Status
Everyone is +1 Parry and +1 Toughness
Marko is -4 to hit in general, ends after round 3
Panther goes away after round 2


A tiny little retcon, so I can have some fun too...

Connor wrote:
"She understands. She'll do it. Who tells her who?"

Katana says "If anyone shouts out that they need healing, send it to them. And it would be quicker if you held up the potion in your hand for WindDancer to pick up. If you see someone fall, you'll have to go over to them yourself, if you can do so safely, and pour the potion down their throat. WindDancer probably cannot do that. Understood?"

Connor wrote:
"But I should still use this thing, right?" he asks, indicating his wrist.

Katana says "Yes, always keep it on in there, and always hold your arm so that the little disk is between you and anyone attacking you."

She grabs Connors arm and moves it and twists it into the proper position, and makes several fake karate-chop-like attacks with her arm to show him how to use it.


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Well I'm just totally confused. I thought the round had been rewound and we were going to roleplay the entry and no one was supposed to do anything yet... I mean Connor/Arabella/etc. we're just now talking through the potion delivery thing IC.

Now I'm reading comments about no one having declared potions quaffed and that the round's almost done and you're waiting on my characters to act. I guess I'm just not following things very well. Clearly I need time to sit down and pour over the last dozen posts or so in both this and the Discussion thread to figure out what the heck's going on... which I can't do at work. I'll try to get something posted tonight.

-Posted with Wayfinder


Male Human Wizard

PANTHER with hardy edge.

Fighting: 1d6 ⇒ 61d6 ⇒ 4
FightingAce: 1d6 ⇒ 1

Attack 7 One Raise
Damage: 1d6 ⇒ 5

Power 5/15 Bennys 1


-I know it's confusing, but the only "rewind" that was done was to just before the doors opened, ONLY so Arabella could pass out potions, and people could have a chance to drink them if they wanted to.
Then some conversation was added before the doors opened :
1. Arabella distributing potions, and her comments, especially to Connor
2. Connor's questions about Arabella's instructions
3. Katana's reply to Connor's questions
Those are the only pre-door-opening posts that have happened recently.
-Other than that, I'm taking this round "as is", with the listed initiative order, and the posts people already made about what they did on their actions for this round.
-See my most recent post before this, "Now just sorting things out about *this* round...", to see who's done what so far. AFAIK, that is where we're at.
-I'll post *results* of people's actions later today, as soon as I can.


K'Don - you need to keep track of how far you can move in a round. At 6 squares, you will end up 1 square away from Validus, and unable to attack.

I've updated your position on the map.


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
ZenFox42 wrote:
Arabella, would you have stopped IN the doorway, knowing others need to get in? I know I said people could move thru friendly squares, but a doorway is a bit of a bottleneck.

Actually, I just glanced at the map and forgot that you used orc icons to represent parts of the wall and thought it was a wider opening than just 1 square. She would have shot and withdrawn to be out of the way of enemy attacks and to let others shot or move through the door. Sorry for forgetting that.

Regarding the tech shield, I've already adjusted her parry in her "Current" spoiler info, so don't adjust her parry further. I'll make a notation in the "Current" spoiler that the bonus is added in.


Not a problem on the icon placement, just wanted to check.
Ok, the results so far...

=======================================================================
As Arabella steps into (or past) the doorway, she sees a metallic arm reach out and try to grab her :
Fighting: 1d10 ⇒ 21d6 ⇒ 5 +2(Touch) = 7 vs. Arabella's Parry of 4+1(shield)=5 is a Success

She feels an strong electric shock run thru her body :
Damage: 2d6 ⇒ (4, 6) = 10
Explode: 1d6 ⇒ 3 = 13 vs. her Toughness 7 is 1 Raise
Arabella takes 1 Wound and is Shaken

This interrupted her action, so she cannot continue her action, and so did not fire at Validus.
Since you took a Wound, you can't spend a Bennie to avoid *just* the Shaken, you'd have to make at least 1 Success on a Soak roll.
=======================================================================
Alex attacks Xvark with 2 weapons (+2 for Joker) :
I'm assuming this happened before the panther, since Alex could act whenever he wanted...

First shot : 4 is a hit vs. TN=4 (for ranged attacks), you need to roll damage for this one, +2
Second shot : 6 is a hit, damage is 6
Xvark is Shaken. If the first attack results in Shaken or better, this will turn into a Wound.
=======================================================================
The panther attacks Xvark :
Fighting = 7 vs. Xvark's Parry of 6 is a Success (7 is not a Raise, not even vs. a Ranged TN of 4)
Damage = 5 equals Xvark's Toughness
Xvark is Shaken. If Alex's attacks results in Shaken or better, this will turn into a Wound.
=======================================================================
So I need to know :

Does Arabella spend a Bennie to try and Soak?
......If she does and is successful, then I'll deal with his agility roll to avoid the Burst, and its effects
Alex needs to make another damage roll for the stun gun.

Depending on the results for Xvark, I may spend some Bennies.

Ror : Parry=4, Toughness=10 (4 of which is armor)
Validus : Parry=8, Toughness=8
Xvark : Parry=6, Toughness=5


Yikes! Sudden tidal wave of posts! I'll try to get Alex moved in a minute.

stun gun: 2d6 ⇒ (6, 2) = 8 +2 = 10

EDIT: Moved.


Since K'Don didn't make it all the way to the monster, does he get a chance to quaff the potion. Also, can he quaff and attack in the same round?


Since K'Don knew he couldn't reach Validus in one round, he could have used the Quickness potion and then moved 6 squares.

ALL - this is the last retcon I'm allowing for this round, for anyone. It's just gotten too ridiculous.

Anytime you do more than one "thing" in a round, you take a -2 per *extra* action, to ALL your actions. That's called a Multi-Action Penalty, or MAP.

I do Quickness differently than the manual. It lets you take one extra single-die-roll action (no Rapid Attack, Frenzy, Double-barrel, Automatic Fire, multi-Bolt, etc.) without a MAP, and you can repeat actions (which normally you can't do). Basically, that means you can make 2 attacks without penalties, altho it's more versatile than that.


Ok, so for Xvark :

1. Alex's first shot did 10 vs. Toughness 5 is 1 Raise is a Wound

Spending a Bennie, trying to Soak :
Vigor & Wild: 1d6 ⇒ 51d6 ⇒ 5 = 1 Success
Which Soaks the Wound and leaves him un-Shaken

2. Alex's second shot leaves him Shaken.

3. Just before the panther's attack, spending a Bennie to remove *that* Shaken, so the panther's attack leaves him Shaken.

Status
Xvark is Shaken
Validus is Shaken
Everyone is +1 Parry and +1 Toughness
Marko is -4 to hit in general, ends after round 3
K'Don has Quickness, ends after round 3
Panther goes away after round 2
DM has 3 Bennies
--------------------------------------------------
Ror : Parry=4, Toughness=10 (4 of which is armor)
Validus : Parry=8, Toughness=8
Xvark : Parry=6, Toughness=5


Katana moves swiftly thru the room, slides past K'Don and gets close enough to Validus to attack :

Fighting & Wild: 1d10 ⇒ 81d6 ⇒ 5 = 8 vs. Parry=8 is a Success

Damage: 1d8 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11 vs. Toughness=8 is a Success

Validus is Shaken


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 will spend a bennie to try to soak the wound. This brings her bennie count down to 1.

Vigor: 1d6 ⇒ 6
Wild: 1d6 ⇒ 5
Vigor Ace: 1d6 ⇒ 1
Result = 7, 1 success

So I believe that means "Reason" fired. If she can, she'll direct the shot at the Metal Man (Ror) instead of Xvark, if there is no penalty to do so.

She'll also warn folks of the metal man's ambush position as she retreats. She'll risk whatever attack it gets for her movement.

Where on the map is Ror?


-Technically, part of the SW system is that you declare *everything* you're doing (in part to determine penalties), and unless something *stops* you from doing it, you must do it.
-Also, if you attack Ror (the metal man), you will have "engaged" him, and then if you leave him he'll get a Withdraw Attack.
-He's on the map now.

Alex, knowing from Arabella's shout that there's an opponent just to the left of the door, I'll give you that you can choose a different place to move to (within 6 squares of your original spot).


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

So I'm reading that she would not be able to change targets, unless she stipulated before the rolling any dice that she would redirect her attack if someone attacks her before she gets her shot off? I'm fine with that, so she did not change her targets, just shrugged off the attack, fired at Vrork, and moved back.


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Sorry about the delay guys, I had some computer problems to deal with. Some resolved, others I'm still working on, but I can play now.

WindDancer is sitting on Connor's shoulder and will Hold.

As the sounds of battle stream out of the room, Connor cautiously moves down the hall past the doorway while looking inside.

Trying to get an idea of the layout and what he might be able to hit without actually going in. It appears to me he can spot Validus (who is double-blocked) and Xvark (down the diagonal when he's next to "Orc A." He will stop there.) He has his raygun readied but no other action this round.


Arabella's attack on Validus with "Reason" :

Validus gets an agility roll vs. TN = 4 (Arabella's roll) to avoid :

Agility & Wild: 1d8 ⇒ 81d6 ⇒ 1 = 8 (no need to Ace)

No damage done.

(Just FYI to all - waiting on Connor, his player notified me privately that he will take a shot.)


Arrgh, didn't refresh the display before my post, didn't see Connor's post made just a few minutes before mine.

I'm arbitrarily moving Alex to the other side of the door for now, since Ror was standing where Alex was (I hadn't put Ror on the map when Alex moved his icon).
Alex - you can re-position yourself when you can.

I'm not even going to TRY and summarize that hashed-up round! :)

Initiative (start of round 2)
Alex : Init: 1d1000 ⇒ 543
Arabella : Init: 1d1000 ⇒ 464
Connor : Init: 1d1000 ⇒ 805
K'Don : Init: 1d1000 ⇒ 670
Marko : Init: 1d1000 ⇒ 186
WindDancer : Init: 1d1000 ⇒ 14
Katana : Init: 1d1000 ⇒ 306
Ror : Init: 1d1000 ⇒ 104
Validus : Init: 1d1000 ⇒ 543
Xvark : Init: 1d1000 ⇒ 30

So in order : Connor, K'Don, Alex, Validus, Arabella, Katana, Marko, Ror,
and Xvark AND WindDancer get Jokers!

Please try to post *somewhat* in order, so if you're late in the list please wait until "most" of those ahead of you have posted. Especially the bad guys that go before you.
I'm not saying wait until *everyone* has posted before you (that would really slow things down), just "most". That will really help, thanks!

Note that since Ror acts last, everyone can run by him without risking being attacked, unless you attack him. See Discussion for more details.

Xvark tries to recover from Shaken :
Spirit & Wild: 1d4 ⇒ 41d6 ⇒ 2 = 4 so he can act (no need to Ace)

Xvark moves over to Validus AND ATTACKS HIM! +2 attack, +2 damage
(Out of time now, will post results later)

Status
Validus is Shaken
Everyone is +1 Parry and +1 Toughness
Marko is -4 to hit in general, ends after round 3
K'Don has Quickness, ends after round 3
Panther goes away after round 2
DM has 3 Bennies
--------------------------------------------------
Ror : Parry=4, Toughness=10 (4 of which is armor)
Validus : Parry=8, Toughness=8
Xvark : Parry=6, Toughness=5


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Ninjas: Don't you hate that? :oP Taking a shot was conditional on having a target. I was going to try to squeeze off one this round but the critter moved! :o(

Just as Connor reaches the other side of the door, the strange creature he might have been able to shoot goes dashing off to the left. The boy grumbles and crosses back past the doorway.

He spots where it went -- next to the other baddie -- but, as before, he still doesn't have a clear shot. As he reaches his original side of the door, however, he finally catches sight of the metal man.

What with two corners in the way I'm thinking that's at least Medium Cover, if not Heavy. Connor's Shooting is only a d4 so it would come down to the Wild die, and I don't want to burn that shot and have to wait for a recharge. So, he (and WindDancer) are done/Holding.


FYI, unless you roll snake-eyes (which has happened more often than statistically likely while on this ship), the gun can be fired every round.


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

FYI: I think the recharge was only required after a result of snake eyes. Otherwise, I think they can fire each round.


Wounds: 0 | PP: 10/10 | Bennies: 4/4

Ah... okay. Thanks, guys!


K'Don will move to the new postion and attack brainiack. He get 2 attacks due to the potion of swiftness.

Fighting, Wild: 1d10 ⇒ 71d6 ⇒ 6
WildAce: 1d6 ⇒ 2
6+2+1(Favored Weapon)+1(Flanking)=10 Success with 1 raise?

Damage: 2d10 ⇒ (10, 3) = 13
DamageAce: 1d10 ⇒ 7

Damage 20 is a hit with raises(?)

Second Attack

Fighting, Wild: 1d10 ⇒ 61d6 ⇒ 5

6+1+1 = 8 is a hit

Damage: 2d10 ⇒ (3, 3) = 6

6 in no damage


"I AM K'DON SON OF UGAL AND I AM THE GREATEST FIGHTER THAT EVER LIVED. NO CREATURE CAN BEST ME!!!!!!


That was weird, how similar Arabella's and my posts were in content and format! I'm assuming they were independent, being only 4 minutes apart.

Xvark attacks Validus first (might make a difference to K'Don's results) :

Fighting & Wild: 1d8 ⇒ 51d6 ⇒ 6
Explode: 1d6 ⇒ 3 = 9 +1(Gangup) = 10 vs. Parry=8 is a Success

Damage: 1d10 + 1d6 ⇒ (5) + (4) = 9 vs. Toughness=8 is Shaken

Validus remains Shaken (Hardy)


K'Don, you have all the numbers available to figure out your roll results :

First attack = 10 vs. Validus' Parry of 8 is a Success, no Raises
(And if you thought it was a Raise, you should have added a d6 to the damage)
Damage = 20 vs. Toughness of 8 is 3 Raises = 3 Wounds

Trying to Soak :
Vigor & Wild: 1d10 ⇒ 61d6 ⇒ 6
Explode: 1d6 ⇒ 4 = 10 is 1 Raise, soaks 2 Wounds

Validus takes 1 Wound and is Shaken

Second attack = 8 vs. Parry=8 is a Success
Damage = 6 does not get thru his Toughness


With two of the aliens fighting (and in check by K'Don and Katana as well), Alexander eyed the mechanical man consideringly. What a marvel it would be if they could disassemble it and discover how to make their own!

Leveling his guns, he fired them in an attempt to see whether they were useful at all against such a construct.

gun 1: 1d8 ⇒ 6
wild 1: 1d6 ⇒ 1

gun 2: 1d8 ⇒ 2
wild 2: 1d6 ⇒ 4

I believe both of those hit?

dmg 1: 2d6 ⇒ (1, 5) = 6
dmg 2: 2d6 ⇒ (3, 5) = 8

Dang.

Seeing that his attack had not fazed the thing in the least, Alexander hesitated. Perhaps his rapier might do what these strange guns could not... there were seams in the thing's joints, after all. Surely they could be exploited.


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

As soon as Alex has attempted to damage Ror with the stun guns, to no apparent effect, Arabella holds her breath, raises her techno shield and dashes into the room between Alex and Ror, thinking "IHATETHISIHATETHISIHATETHIS!!!" Once she is in the room, she turns and tries to "Reason" with the metal man.

Shooting: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3
Result = 3, failure.

Reason does not fire, but the power points are lost. Power down to 6/10.

"Great!"


-A reminder - the centipedes suspected that the stun guns would not work so well on Ror. They didn't specify "less effect" or "no effect", but they were pretty certain "Reason" would work better.
-Alex's (the PC) reason is sound, he might not know whether the shots were just poor, or if the gun just has no effect.
-It is, however, a mechanical device, so bashing it should *always* work. :)


Male Human Wizard

Marko sends the Panther after the metal man since it's too crowded around the brainiac. and attacks

Panther;
Fighting, Wild: 1d6 ⇒ 21d6 ⇒ 2

The panther pounces, but slips on the metal floor and misses it's attack.

Marko moves into the room and casts a bolt at Ror

SpellCasting, Wild: 1d10 ⇒ 41d6 ⇒ 2

4 is a hit.
Damage: 3d4 ⇒ (4, 3, 1) = 8
WildAce: 1d4 ⇒ 2
8+2 is 10 over 6 (ignors 4 armor) one raise (10-6=4)

A beam of light shoots from Marko's Hand and has an effect on Ror.

"Take that you mechanical monstrosity!!"

6/15 1 Benny


Validus hunkers down, almost seeming to draw in on himself, then suddenly stands tall with his arms held high, and lets out a deafening, hideous roar :

Psionics & Wild: 1d10 ⇒ 81d6 ⇒ 5 = 8 vs. TN=4 is a Raise

Everyone within 3 squares of him (Arabella, K'Don, Xvark, Katana) must make a Fear save (Spirit roll), at -2 because of the Raise.
If you fail that, roll a d12 (no d6, no Acing) and consult the "Fright Table" in your manual (page 85 of my version, or search for it) and post your results.

I know the table calls for a d20, but I can't see the Fear Power having more effect than Panicking you.

Xvark :
Spirit & Wild: 1d4 ⇒ 41d6 ⇒ 4
Explode: 1d4 ⇒ 2 = 6 - 2 = 4 Just barely!

Katana :
Spirit & Wild: 1d6 ⇒ 41d6 ⇒ 1 = 4 - 2 = 2

Spending a Benny to re-roll :
Spirit & Wild: 1d6 ⇒ 61d6 ⇒ 1 = 6 - 2 = 4 (no need to roll the Ace)

Nuts, I forgot he was Shaken until I copied the "Status" stuff. Rolling here, otherwise all the above results will change :
Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 2 = 10 so he can act (otherwise I would have just spent a Bennie)

Status
Everyone is +1 Parry and +1 Toughness
Marko is -4 to hit in general, ends after round 3
K'Don has Quickness, ends after round 3
Panther goes away after round 2
DM has 6 Bennies
Katana has spent 1 Bennie
Validus has spent 2 PP
--------------------------------------------------
Ror : Parry=4, Toughness=10 (4 of which is armor)
Validus : Parry=8, Toughness=8
Xvark : Parry=6, Toughness=5

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