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19:59, 6th May 2024 (GMT+0)

Episode Two - Part 3 - The Battle of Pine Ridge.

Posted by ProspectorFor group 0
Prospector
GM, 553 posts
All that Glitters
Wh:0 R:1 B:1
Tue 25 Aug 2020
at 04:19
  • msg #1

The Battle of Pine Ridge

The Lockesburgers, tired and worn, anxious and scared, worked through the rest of the night to get everything ready.  Vehicles were fueled.  Final patchwork repairs made.  A couple of leaky old bassboats are dragged out and checked.  Hopefully they'd make the trip across the lake.

Folk said goodbye.  With most going, there weren't too many goodbyes needed.    And most of these survivors were getting used to the idea of folk heading off.  Not coming back.  Somehow it felt different this time.  So many.  But they didn't shirk.  They gathered their weapons.  A motley bunch with scavenged, homemade armors and shields. Spears, axes, and machetes.  Mixed with shotguns, small caliber rifles.  A scattering of pistols.  Like a mad medieval army crossbred with a gang of rioters and looters.

This wasteland levy joined the young volunteer rifles.  They mounted up on the scattering of vehicles.  The largest portion taking up the flatbed trailer hooked the Dog.  The next largest vehicle they had was a very old, rusted-out longbed truck with the bed modified into a flat platform.  This would hopefully carry the boats for the raider force all the way to the launch.  Hopefully.  Probably.  Rusty seems mostly confident.  Yep.  Mostly.

Delilah and Dean got a sketched map and a rough idea of the rendezvous.  They took the motorcycle and buzzed off ahead of the convoy into the just lightening sky.  They had scouting to do.  The War Convoy rolled out after that, as the sun had begun to crawl up the sky.


The first assigned point was reached south of De Queen and the boat raiders split off from the main war party.  So far, they had met no resistance.  No enemy scouts.  No signs.  Its a quiet, slow, tense ride.  The raider force drove off to head for their own objective.

Dean and Delilah, the scouts, missed the first rendezvous point.  McKellar waved the force on.  No waiting.  That was the agreement.

The scouts did rejoin the force at the second rendezvous though.  They had run into some scouts in the ruins of De Queen.  Slowed them down.  But between the syker and gun hand.  It didn't slow them down long.  They had gotten to the water's edge.  They saw across to the raider camp.  It sprawled along the water's edge of the old campground.   The focal point of the camp was the parking lot next to the boat ramp at the end of the campground road.

That's where the reactor trailer sat.  Hoses ran from it to the water.  Even in the early morning light the thing seemed to glow.  Delilah and Dean could see the air rippling with heat rising off the thing.  They could see some kind of masked and hooded figures around it.  Green robes.  They had some kind of gathering riled up.  One of the green robes seemed to be in charge of it.  Other raiders were milling up and down the ruined campground. Easily enough to match what they had brought. They saw more trogs.  Not armored up like the last ones, but still big.  Still mean.  They also saw a few more vehicles.  Boxy equipment sheds on flatbeds.  wires crisscrossing everywhere from the reactor out to speakers, lights, tents, everywhere.

The information didn't seem to phase McKellar.  He was committed.  No turning back.  The next section would be a bit of a sprint.  They had to get the main force in place to block the peninsula before the raiders.  McKellar gave the word and the Warn Convoy gunned it down the remaining route.  They had picked a wider route so as not to be right at the edge of the lake, but there was no telling when the mutant raiders would get wise.  Speed was key now.

The Black Dog roared.  It was mint.  It was power and gleaming chrome from days long gone by.  The War Convoy of Lockesburg followed in its smoke.

Across the lake, the boat raiders made it to the launch and began dragging down the boats.  They'd need time...


The force did manage to blockade the peninsula road before the raiders could fully mobilize.  But they hadn't managed to secure it completely before the raiders would come...  A new War Song of the Raiders pounded to life as they began gathering in their frenetic, rock and roll swarm.  The leader of this band seemed to be a huge woman with a wild mane of white shocked hair.  Her massive hands each gripped a mace topped with a spiked, chrome skull.  She swung the monstrous weapons with frightening ease, spinning them like a drummer showing off between smashing downbeats...

"Propaganda death ensemble
Burial to be
Corpses rotting through the night
In blood laced misery
Scorched earth the policy
The reason for the singe
The pendulum it shaves the blade
The strafing air blood raid
"

Mass Battle Round 1! - Battle of Pine Ridge

Rock and Roll Weirdoes - 10 Tokens

Lockesburg and Friends - 7 Tokens

I've compared the Deluxe vs. Adventure Mass Battle Rules and....  I find the Adventure version more appealing.

Kelly and Harry get this First Round Alone.  The Boat Raiders (Fletcher and Co) will join in the second round with new options.

Dean, if you can join in, it is your choice if Dan went with the Main Force or Fletcher's Raiders.  If you don't specify by the end of Round 1, I'll put Dean with the Boat Raiders.

KELLY AND HARRY!  Make your Mass Battle Support Rolls; Fighting, driving, shooting, whatever you want.  Success grants McKellar's Battle Roll a +1, but you take Bumps and Bruises level of Fatigue.  Raise, no Fatigue and you get to roll 2d6 on the Battle Table.  Choose whatever cool result you get or a +2 to McKellar's Battle roll.  Fail and you take a Wound without adding to the fight.  Critical Fail and you get to Roll on the Battle Table, but take d4+1 Wounds.

Do something Cool!  Its a big fight.  How do Harry and Kelly shine?



Kelly MacLeod
player, 345 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R1 B1
Wed 26 Aug 2020
at 00:03
  • msg #2

The Battle of Pine Ridge

Kelly was so sick of this garbage they called music.  These might have been nice songs before the bombs dropped, but the way these cretins performed them just pissed Kelly off.  Little did Kelly understand, except by intuition, these out of tune instruments and terrible amps (when they even had amps...) were not rendering the sound the original artists intended.

Kelly intended to fight back, with something older still.  Something that predated even this.  Something that was intended to be sung properly with hardly anything, and could easily be sung with nothing, to accompany it.  Something even Kelly knew well before her squirehood, though admittedly she hadn't known all the words.

"Mine eyes have seen the glory of the coming of the Lord!
He is trampling out the vintage where the grapes of wrath are stored;
He hath loosed the fatal lightning of his terrible swift sword!
His truth is marching on!
"

Kelly... well she wasn't the worst singer anyone ever heard but you wouldn't pay to hear her either.  But her intuition was right.  Kelly called to something that even the end of the world doesn't stamp out easily.  One of the oldest volunteers, toting an old Remington .270 that had once been his nephew's deer rifle, chimed in on the chorus.

"Glory, Glory, Hallelujah-"

By the time they got to the verse, a few more chimed in.

"I have seen Him in the watch-fires of a hundred circling camps;
They have builded Him an altar in the evening dews and damps;
I can read His righteous sentence by the dim and flaring lamps.
His truth is marching on!"

They got the last line wrong, but give Kelly a break she learned this by rote and osmosis.  She did pretty good to get this much right.  The verses were hard, no one remembered them, but this time the chorus boomed.

And they really messed up the last verse.  But in Kelly's defense, there were so many versions of this song before the war, who can say hers was wrong?

"He has sounded forth the trumpet that shall never call retreat!
He is sifting out the hearts of men before his judgment-seat!
As he died to make men holy, let us die to make men free!
His truth is marching on!"

So it wasn't accurate, but it seemed to stir people up as a counter-song to the enemy's rallying cry, and that had been the point all along.

All right it cost me a Blue, but it won't be my fault if this roll stinks!

18:45, Today: Kelly MacLeod rolled 9 using 1d6, rerolling max with rolls of (6+3)9.  Let's Chip that, that roll stank.

18:45, Today: Kelly MacLeod rolled 2,3 using d8,d6, rerolling max with rolls of 2,3.  Faith - Rally the Troops.

12 total

Rusty Harry
player, 341 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh1R1B0
Wed 26 Aug 2020
at 02:54
  • msg #3

The Battle of Pine Ridge

Harry, of course, was behind the wheel of The Dog. He heard the singing and grinned. He had his own contribution to make.

He flipped through the Dog's music library and selected an appropriate track. He made sure to loop the first part of it for a while as the others sang. It didn't quite fit the meter of "The Battle Hymn of the Republic," but it was such a simple beat it pretty much went with anything. It was regular and rhythmic, powerful and simple. A primal beat. A song that lasted through the ages.

STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!
STOMPSTOMP CLAP!!

Several old timers quickly picked up the beat as they walked along. Harry grinned. He listened as the cadence of the battle hymn subtly moved in sync with the beat.

He let the verses roll on a bit, then stopped looping the stomp and let the music play out.

~Buddy you're a boy~
~Make a big noise~
~Playin' in the street~
~Gonna be a big MAN someday!~
~You got got mud on your face~
~You big disgrace~
~Kickin' your can all over the place~
~Singin'...~


And then came the part that everybody knew. The Locksberg militia took up the holy chant.

~We will, we will~
~ROCK YOU!~

Clap!!
STOMPSTOMP CLAP!!

~We will, we will~
~ROCK YOU!~

Clap!!
STOMPSTOMP CLAP!!

He put this part on loop, letting everyone join in.

Some began weaving bits of "The Battle Hymn of The Republic" in the spaces of the chant, turning into a point-counterpoint call-response.

"~Mine eyes have seen the glory of the coming of the lord!~"

~We will, we will~
~ROCK YOU!~

Clap!!
STOMPSTOMP CLAP!!

~He is trampling out the vintage where the grapes of wrath are stored!~

~We will, we will~
~ROCK YOU!~

Clap!!
STOMPSTOMP CLAP!!

~He hath loosed the fatal lightning of his terrible swift sword!~

~We will, we will~
~ROCK YOU!~

Clap!!
STOMPSTOMP CLAP!!

~His truth is marching on!~

Harry let them sing out, then stopped the loop and let the next verse play. Then he looped it again, to let everyone join in. Once it leveled off again, he stopped looping and played the final verse.

He let the song play out until the start of the guitar chord near the end of the song, letting the vibrating hum serves as a counterpoint, building the momentum of the moment. Then he flicked it and let the guitar jam at the end play.

https://www.youtube.com/watch?v=_04BuZzeUew

((OOC As a counterpoint to the countersong raising the troops' spirits, Harry is trying to intimidate the enemy, both by screwing with the timing of their Slayer-based Heavy Metal riffs and pumping up the people with a crushing sense of coming inevitability.

This is an Intimidation roll. I'm not sure Harry's Cyborg bonus applies, since he's in The Dog right now.

19:38, Today: Rusty Harry rolled 19,3 using d8,d6, rerolling max with rolls of (8+8+3)19,3.  Intimidation.

I think that does it. :D

If I can just pick a result from the Battle Effects table with that roll, I'd like to pick Terrorize, but here's a roll just in case you won't allow me to just pick a result:

19:45, Today: Rusty Harry rolled 8 using 2d6.  Battle Effects roll.

That would just wind up being a +2 bonus to McKellar's roll anyway.))

Prospector
GM, 555 posts
All that Glitters
Wh:0 R:1 B:1
Fri 28 Aug 2020
at 03:04
  • msg #4

The Battle of Pine Ridge

The Lockesburg militia shouted and crowed the warsongs lead by Kelly and Harry.  The stomped.  The crashed spears into roadsign shields.  The sang their defiance at these nosy screechy, music loving raider weirdoes....

And it did seem to slow the raider onslaught.  It disrupted their formation for a moment.  These weren't soldiers.  They were ambushers.  They fought when they had all their tricks.  In the darkness.  They didn't fight stand up fights against prepared foes...

But that hesitation was smashed aside by the Drummer, screaming her own side's warsong as she never stopped for a second.  Whirling her maces overhead, she lead the way straight towards the mass of townsfolk milita massed up alongside the Dog.  The rifleman carefully began picking targets.  The mechanical ballistas on the fARMORS threw their massive rounds into the raiders.  It couldn't stop them.  Even Kelly's last moment flanking counter charge did little to halt the attack at the center.

McKellar's cordone would have been fine against some normal raider force.  But the brute force of Drummer and the Trogs just couldn't be slowed fast enough and the militia was hit....  Hard.  The townsfolk who tried to stand were knocked around like toys under the onslaught of the mutant giants.  Some were crushed outright into the ancient blacktop.  Others turned to run...  It could easily become a rout.

But the Lockesburgers didn't run.  They stood.  They sang.  They fought.  They would not give in.


Fletcher, Dean, Delilah and the rest of the boat raiders could hear the wild howling of song and countersong, gunfire and slaughter, screams of pain and triumph as they closed in on the peninsula from the other side.  They could see no one at the leading edge of the spit of land watching the lake.  All the attention was focused on the battle.  they were free to move in however they wanted...

Round 1 Results!

Lockesburg lost 2 Tokens!  They are very outnumbered and run the very great risk of being overwhelmed!  But McKellar had a tremendous Morale roll and they stayed in the fight.

Weirdoes - 10 Tokens

Lockesburg - 5 Tokens

Kelly, Harry, Fletcher, and Dean are free to add in their attempts this time!

Fletcher!  I'd like you to go first!  Where does Fletcher lead the Boat Raiders to attack first?  If you want to Focus on the reactor, describe it and go for Weird Science or Repair as your Support.

This round Lockesburg will get a bonus for Cunning Plan on top of all the things you guys do!



Fletcher
player, 213 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Fri 28 Aug 2020
at 04:27
  • msg #5

The Battle of Pine Ridge

Fletcher directed the boats towards the existing boat ramp.  It was closest to the trailer with the reactor, and would give them the most speed in regards to getting to where they needed to be.

He was vaguely aware of the sounds of the fighting at the other end of the campground but no matter what he knew he needed to concentrate on speed.  The main objective was disabling the reactor.  After that Lockesburg could withdraw back to the safety of the walls if needed.

The easiest way to deal with the reactor long term would likely mean forcing a meltdown.  It wouldn't be safe, it wouldn't be clean, but it would likely mean nobody was rebuilding it anytime soon, if ever again.

That meant cutting off the cooling supply, which would be easy.  More difficult would be finding and disabling any other safety systems that might still be in place and working which might trigger to stop the chain reaction in the ghost rock.

As the boats came ashore Fletcher tossed everyone a blue illuminated disc that would give them some measure of protection against the radiation the reactor was likely putting off.

He signaled the crews working as security to spread out as they advanced, and then advanced with the couple of bodies he'd pressed into service as apprentices to give him a hand with whatever was needed.

Once everybody was clear of the boats and knew what was going on, Fletcher started the group moving at a jog towards the reactor trailer doing his best to both keep an eye out and stay a bit low and (with luck) unseen.

Fletcher immediately began investigating the reactor once he got close.  He'd kept the goggles he'd gotten earlier and used them to his advantage to see the flow of energy in and around the reactor and puzzle out details that normally would require unbolting plates and service hatches to get inside.

Fletcher rolled 12,1 using 1d8,1d6, rerolling max with rolls of (8+4)12,1.  WS, WD
Kelly MacLeod
player, 347 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B1
Fri 28 Aug 2020
at 11:47
  • msg #6

The Battle of Pine Ridge

Kelly always marveled how she could struggle endlessly against a single, untrained opponent, but when masses clashed she always seemed to dig in well enough.  Of course, that did cut both ways, since the chaos of mass battle could just as easily turn against you.  Nevertheless, she crashed into the wave, sword held in both hands, slashing and moving and occasionally throwing an unexpected axe kick.

06:44, Today: Kelly MacLeod rolled 6,3 using d10,d6, rerolling max with rolls of 6,3.  Kung Fu Fighting.

Hmmm almost a raise

06:45, Today: Kelly MacLeod rolled 1 using 1d6, rerolling max with rolls of 1.  Red.

Well that was a complete waste lol

Rusty Harry
player, 342 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R1B0
Fri 28 Aug 2020
at 14:06
  • msg #7

The Battle of Pine Ridge

There came a point in the battle where someone needed to go out and kick some ass. That screaming woman with the guitar needed to go down and go down hard.

So Harry left The Dog in the Driver's care, and waded out into the thick of the fighting on his lonesome. At the end of the day, he was a huge bastard with iron skin and a chainsaw arm...maybe that would help punch through the Trogs, and he could get a shot in at the Drummer.

((OOC: Harry is going to switch to Fighting for a bit, leaving The Dog in the care of The Driver and other NPCs for the moment.

07:03, Today: Rusty Harry rolled 2,3 using d8,d6, rerolling max with rolls of 2,3.  Fighting.

Aaaaand the Die Roller hates me again. Going to spend a White Chip for a reroll.

07:04, Today: Rusty Harry rolled 2,4 using d8,d6, rerolling max with rolls of 2,4.  white chip.

Not good, but at least it's a Success.))

Prospector
GM, 556 posts
All that Glitters
Wh:0 R:1 B:1
Sun 30 Aug 2020
at 05:16
  • msg #8

The Battle of Pine Ridge


The fiercely at the entrance to the campground.  The main engagement was right in the center around the Black Dog.  The townsfolk militia struggling and doing their damnedest to hold against the weirdo raiders and the mighty Trogs.  There weren't many of the mutant beasts....but there didn't need to be...

On the other hand the militia had their own giants.  When Harry met Trog, the giants fell.  His chainsaw arm growled and spit and tore into any who dared approach him.  Most did not...  Enough of the Trogs, too stupid to realize the danger, dared.  Which worked handily to thin their numbers quite alot.

Kelly might not stride the battlefield like a undead memory of the Last War, but she makes an impression of her own.  She and her blade cut a swathe of destruction into the raiders.  The Templar was untouchable and unstoppable.  Crowboy lead the way after her into the hearth of the fray and the Lockesburgers followed.

Many of the raiders began to falter...  There was still a a lot of them, but their seemingly overwhelming force was diminishing.  The mace-wielding weirdo leader, shouted and whooped.  Whirling her maces and directing attention to the line crumbling under the Templar assault.

But something new happened to distract the counterattack...

The boat raiders rammed their way up the boat ramp and leapt onto the shore.  Dean lead the way, followed up by the handpicked militia rifles.  The rearguard near the reactor pad and the captive pen were taken very much by surprise.  What weirdo raiders were there took quite a bit to scramble together a resistance to the surprise assault.  That resistance was lead by a green robed acolyte.  The omega cross of the Doomsayer cult blazoned on his chest; the center arm stylized a bit differently...almost making it look like a guitar....

Fletcher, during the fighting, made his way to the reactor itself.  Despite his anti-radiation gadget, he could still feel the very air heating up as he got this close to the thing. He could see and feel  Looking at it directly through the goggles, this close, was almost like staring into the sun itself.  During his quick looks, the Junker came to the realization that there was someone at the center of the radioactive inferno.  Someone /was/ the center...

Meanwhile, Harry and Kelly found themselves in an opening in the fighting.  The drumming warleader stood across from them and smashed her weapons into the ground, seeming to send tremors out under the impact.  The last pair of Trogs flanked the warleader, whooping and snarling...

Round 2 Battle Results

Lockesburg - Stayed Steady!  No losses and they smashed into the raiders.

Raiders - Lost 2 Tokens, but did pass Morale

Raiders - 8 Tokens
Lockesburg - 5

We are going to break out of the Mass Battle for a few rounds!

Harry and Kelly will face off against the War Leader and last of the Trogs.

Fletcher has a DRAMATIC TASK.

Round One!

Harry - RJ!
Fletcher - KD
Drumma - 9H
Trogs - 7C
Kelly - 5C

Fletcher! - Your Dramatic Task is to disable the reactor and you will have 3 rounds before the raiders and the Doomsayer rally against your boat fighters to stop you.  You have to get 4 Tokens.  Success gets a Token, Raise gets another.  If you draw a Club, there is a Complication which will hinder the effort...

This reactor is a mess of the actual original real reactor, Doomsayer magic, and Junker gadgetry.  Weird Science is the way to go.

HARRY AND FLETCHER GOOO!

Fletcher
player, 214 posts
The One With the Junk
P4 T5(+2*) W1 R4 B0
Sun 30 Aug 2020
at 05:44
  • msg #9

The Battle of Pine Ridge

Fletcher moved forward concentrating on the task at hand.  He trusted Dean to buy him enough time to get the job done and prevent the Doomsayers from nuking him in the back while he worked.

The secret center of the reactor might have given him pause at some other time.  Likely he would have been a bit gobsmacked from surprise, or confusion maybe.  As it was he felt quite the opposite.  Maybe too many strange things about these raiders had hit him all at once, and with the fatigue of everything that had transpired without any real time to think on it, or sleep, he just couldn't bring himself to muster that sort of emotional energy.

Still, the energy he did have he did his best to put to use, working on setting in motion the process to turn the device, and the thing inside it, into so much scrap.

Fletcher rolled 2,10.  WD, WS
Rusty Harry
player, 343 posts
Do you feel lucky?
P6T13(4)Cha-4F0W0 Wh0R1B0
Mon 31 Aug 2020
at 03:40
  • msg #10

The Battle of Pine Ridge

quote:
Meanwhile, Harry and Kelly found themselves in an opening in the fighting.  The drumming warleader stood across from them and smashed her weapons into the ground, seeming to send tremors out under the impact.  The last pair of Trogs flanked the warleader, whooping and snarling...


Harry grinned. He'd been hoping to get in close enough to do some damage, and he had something special prepared for such an occasion. He and Fletcher had met up during the planning, and Fletcher had done some custom work on his chainsaw arm to help improve it, in case there turned out to be more exosuits to deal with during the assault. Now, Harry revved up his blade, and hit a switch on the arm that caused a small reserve of Spook Juice to dribble on to the spinning blades. After a shot delay, a steel sparker set the juice on fire, which quickly spread along the whirring weapon.

Soon, the entire length of the saw on his arm was ablaze, the spook juice screaming and venting white smoke as it burned. This wouldn't last terribly long (he didn't want to burn off his damn arm or melt the components, after all), but in the moment? It sure looked impressive.

He continued grinning as he faced down The Drummer and her Trog guards, and raised his flamesaw in salute. "Hi there! Let's dance."

((OOC: Alrighty, so I get +2 to rolls from the RJ!, so I'm going to use my brand new Tinkerin' ability to activate Smite. I'll spend 2PP (base) + 2 (Heavy Weapon for the duration) + 2 (Lingering Damage modifier) - total of 6 pp.

20:20, Today: Rusty Harry rolled 5,5 using d6+2,d6+2, rerolling max with rolls of 3,3.  Repair (Smite!).

Alrighty, so that gives me +2 on my Chainsaw Arm damage, makes it a Heavy Weapon, and it's now on fire and will deal 1d8+1d4+2 damage the turn after I hit with it (which is a die type off the base damage). I assume that the extra damage only lasts a turn after being inflicted, according to the Lingering modifier in the SAWDE book))

This message was last edited by the player at 03:42, Mon 31 Aug 2020.
Drumma
NPC, 1 post
Feel the Beat!
P:7 T:10(2 Ar) 2W
Tue 1 Sep 2020
at 03:16
  • msg #11

The Battle of Pine Ridge


The Drummer whirled her maces and eyed the cyborg curiously for a second as he lit up his chainsaw.  She sneered and her lips cracked in a fierce smile.  She set her feet and whirled again, then pointed a mace towards each.  One for the cyborg...  One for the Templar...

Drumma HOLDS!

The Trogs seemed to take the pointing as a signal.  They bellowed and roared, hefting their big hammers of twisted metal.  The charged forward ponderously.  Like an avalanche of mutant muscle, bone, and steel.  No skill, no plan....  Just...  SMASH...

KELLY! - Trog Hit with a 12 (After burning a Chip), 16 Damage Shaken w/ Two Wounds

Harry!  - Trog hits with a 9.  The 9 Damage doesn't break through to Harry even with the 2 AP.

Kelly MacLeod
player, 348 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B0
Wed 2 Sep 2020
at 01:21
  • msg #12

The Battle of Pine Ridge

Kelly grunts and somehow manages to raise her trust Connor just in time, barely deflecting the blow.

Last cheep

20:20, Today: Kelly MacLeod rolled 13,3 using d8,d6, rerolling max with rolls of (8+5)13,3.  Soak Attempt.

And... I am out

Trying to use Simon's Blessing to Cast Deflection

10:51, Today: Kelly MacLeod rolled 1,1 using d8,d6, rerolling max with rolls of 1,1.  Faith.

Wow.  Well.  Stuck with that.


Kelly couldn't concentrate, she was too furious.  Sword in hand she advanced toward her tormentor, taking the hilt in both hands and attacking aggressively with a loud growl.

Right, the Toughness on these freaks is through the roof so Kelly is going for a Vitals/Head shot (whatever isn't armored)... -4, but Improved Trademark Weapon and Wild Attack cancel that out.

10:54, Today: Kelly MacLeod rolled 4,4 using d10,d6, rerolling max with rolls of 4,4.  Fighting.

*beats head against wall*

This message was last edited by the player at 15:54, Wed 02 Sept 2020.
Trog!
NPC, 1 post
WWWAAAUUUUUGGH!
P:5, T:10
Thu 3 Sep 2020
at 01:34
  • msg #13

The Battle of Pine Ridge

The Trog was severely overbalanced after its massive swing was barely deflected to the side.  It stumbled forward.  Even at her worst and angriest, Kelly could never miss such a stumbling massive target...

The Trog had performed a Wild Attack!  So its Parry was reduced to 3...  Kelly hit!

Rolled damage on your behalf : 13.  vs. Trog Toughness 13 = SHAKEN
21:25, Today: Prospector, on behalf of Kelly MacLeod, rolled 13 using 2d8+6, rerolling max with rolls of 5,2.  Kelly's Damage Roll.

On to Round 2!

Fletcher - QH
Kelly - 10H
Drumma - Held
Trogs - 9S
Harry - 3H


Fletcher! - You have two Tokens so far!

This message was last edited by the player at 01:49, Thu 03 Sept 2020.
Kelly MacLeod
player, 350 posts
Romans 2:1-3 PP6/10
P7T8(2) W0 R0 B0
Thu 3 Sep 2020
at 02:03
  • msg #14

The Battle of Pine Ridge

Surprised by how clumsy the creature was, Kelly reminded herself battle was chaos incarnate and recentered herself.  Saints protect me.

20:55, Today: Kelly MacLeod rolled 4,1 using d8,d6, rerolling max with rolls of 4,1.  Simon's Blessing Faith Roll.

Yay, successful Deflection at last.


Despite that, the horror's inhuman toughness saved it again.  She resumed her grip, reset and attempted a new kill stroke.

Second verse same as the first, -4, +2 ISW, +2 WA

20:57, Today: Kelly MacLeod rolled 2,15 using d10,d6, rerolling max with rolls of 2,(6+6+3)15.  Fighting Again.

There we go.

I mucked up the damage roll, forgot I took Precision Kung Fu style.

10 damage ignore the d6 - 20:58, Today: Kelly MacLeod rolled 10,4 using 2d8+6,d6, rerolling max with rolls of 3,1,4.  Called Shot with Raise.

17 damage total, forgot I roll a d8 for a Raise - 21:02, Today: Kelly MacLeod rolled 7 using 1d8, rerolling max with rolls of 7.  Correct damage die.

Also if it matters, Kelly's Fighting Attacks are AP2 now.

Fletcher
player, 217 posts
The One With the Junk
P4 T5(+2*) W0 R4 B0
Thu 3 Sep 2020
at 02:17
  • msg #15

The Battle of Pine Ridge

Fletcher kept his head down and kept working.  He felt like he had things figured out and was making progress, or at the very least only taking one step backwards for every two steps forward.

Fletcher rolled 1,2.  WD, WS

Fletcher rolled 5,1.  Chip reroll.

Prospector
GM, 563 posts
All that Glitters
Wh:0 R:0 B:1
Wed 9 Sep 2020
at 05:21
  • msg #16

The Battle of Pine Ridge


The mutant giant grunted and squealed in animal pain at the first slice into its guts.  It was obviously not used to being in pain and bent forward in the throes of said pain.  Connor flashed again in the hands of the Templar.  The Trog's head mostly separated from its body.

TROG DOWN

Drumma swept in as the Trog fell.  Her maces whirling and crashing down like bombs dropping on the last day.  Heavy and repeatedly.  The ground near Kelly shook with the repeated impacts.  They missed...this time...  But the raider warleader whipped them back up again with barely a pause.

Drumma Misses! Twice!

The other Trog dragged its hammer back around and swung it again at the cyborg.  Absolutely delighted at the clanking sound it made when it smashed into all that people shaped metal.  What a Glorious Day!  The Troghammer crashed into Harry with all the same sound and fury of a demolition derby of old...

Harry!  That is Shaken with 3 Wounds!  Deal with that then the action is yours!
Rusty Harry
player, 344 posts
Do you feel lucky?
P6T13(4)Cha-4F0W1 Wh0R1B0
Wed 9 Sep 2020
at 13:25
  • msg #17

The Battle of Pine Ridge

Oof. Harry felt that hit, and it staggered him for a bit. The impact damaged some servos, certainly, but he was still able to tank it. Roaring, he slashed at the Trog with his chainsaw, the flaming blade screaming as it bit in, showering them both with sparks and wisps of oily smoke as the flaming Spook Juice spread across the Trog's flesh...

((OOC: Right. So I got 2 red chips from the redraw back up to 3 you gave us. I'm using 1 of those to attempt to Soak

06:08, Today: Rusty Harry rolled 6,1 using d8,d6, rerolling max with rolls of 6,1.  Soak attempt.

That's alright, but I can do better. I spend a Red Chip for +d6

06:08, Today: Rusty Harry rolled 5 using 1d6, rerolling max with rolls of 5.  Red Chip bonus.

That brings my total to 11. I could blow my last chip to completely soak it all, but we still have Drumma and the rest of the battle to deal with, so I think I'll save it for now. That leaves me with 1 Wound and Shaken. Let's see if I Unshake.

06:09, Today: Rusty Harry rolled 11,1 using d8-1,d6-1, rerolling max with rolls of (8+4)12,2.  Unshake.

Sweet! So I'm going to give the Trog a face full of flaming, spinny death.

06:11, Today: Rusty Harry rolled 4,8 using d8-1,d6-1, rerolling max with rolls of 5,(6+3)9.  Face full of chainsaw for the Trog.

Did the Trog Wild Attack me? Because if he did, that's a Raise. Otherwise, it's just a hit.

06:12, Today: Rusty Harry rolled 7,5 using 1d10,1d6+4, rerolling max with rolls of 7,1.  Damage, AP 2.
06:20, Today: Rusty Harry rolled 3 using 1d6, rerolling max with rolls of 3.  Possible Raise damage.

So 11 damage, or 14 if I got the Raise. That's also at AP 2, if it matters. Plus the Trog is on fire now.))

This message was last edited by the player at 13:25, Wed 09 Sept 2020.
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