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Author Topic: [DLR] Chapter 1: The White Calf  (Read 38938 times)

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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #400 on: July 01, 2013, 11:17:58 am »

[OOC]Bob takes one wound, the rest of you are taken airborne instead of taking damage[/OOC]
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #401 on: July 01, 2013, 11:22:19 am »

Surprise Round is over, combat begins in earnest:

Grant   Ace of Diamonds
Jimmy   Queen of Hearts
Bob   Ace of Clubs

Enemy   Jack of Clubs

Amanda   9 of Hearts
Genji   7 of Hearts
Cliff   9 of Diamonds

Note: This info is still in the first post, but reposting it here:
General References
Current Combat Round
Current Scene
Character Sheets

Combat References
Combat Manuevers
Combat Mat
NPC Allies

Combat Mat is updated to this current combat.
« Last Edit: July 01, 2013, 11:30:48 am by theorel »
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #402 on: July 01, 2013, 06:23:21 pm »

{Is "height off ground" in meters or feet?}
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Jack Rudd

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Re: [DLR] Chapter 1: The White Calf
« Reply #403 on: July 01, 2013, 07:13:23 pm »

Do I know anything about the critters that are carrying us? Would a Knowledge (Science) roll help?
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #404 on: July 01, 2013, 07:28:42 pm »

Genji crouched down at the sound of flapping wings and whooshing air.  He reached for Ken instinctively; the coyote growled loudly and crouched, now ready to spring at any approaching creatures.  Genji gripped his staff tightly, waiting for a signal of attack from his companion.

He smelled blood.  "Bob, how badly are you hurt?  Can you tell me what's happened?"
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Re: [DLR] Chapter 1: The White Calf
« Reply #405 on: July 02, 2013, 12:44:59 am »

Genji crouched down at the sound of flapping wings and whooshing air.  He reached for Ken instinctively; the coyote growled loudly and crouched, now ready to spring at any approaching creatures.  Genji gripped his staff tightly, waiting for a signal of attack from his companion.

He smelled blood.  "Bob, how badly are you hurt?  Can you tell me what's happened?"

That thing got me pretty good. But I think I'm ok for now...
But the rest or our freids have been grabbed by those things and are about to be carried away it looks like. I'd like to take a shot at one. But I'm worried about hitting our friends or them getting dropped from too high. ((I guess I could use a fate chip--can you remind me whst the colors denote Theo?))
And, we still have the two that went after us to worry about as well!
I'm open to any quick ideas you might have about these things....I don't think I've ever see em before...
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #406 on: July 02, 2013, 12:50:27 am »

{Are these "birds" natural animals?  That is, can I target one with Beast Friend?}
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ashersky

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Re: [DLR] Chapter 1: The White Calf
« Reply #407 on: July 02, 2013, 12:51:57 am »

{Also, is a knowledge roll a turn, or can I do that whenever?  I was thinking a Hunting Grounds knowledge roll might be helpful.}
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Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #408 on: July 02, 2013, 02:45:07 am »

[OOC]How exactly would combat in the air work? Grant didn't have any weapons in hand when the ambush was sprung, so he needs to pull his knife from his boot (that's probably easier than pulling the tomahawk off his waist while in the air) - that's going to incur a penalty if I attack in the same round, correct? Do I have any idea how big the 'birds' are? What's my range of attack against them while being carried? I probably can't call for a 'headshot' (aiming at it's red eye) while being carried...

Also, and this is a bit outside the box, but what would I do if I wanted to try first to pull my Harmonica out of my pocket and play? Any chance I could either scare these things off or cause a reaction to the music?[/OOC]
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #409 on: July 02, 2013, 11:16:59 am »

Distance above ground in game inches.  Each game inch is about 2 yards.  So they're around 12 feet in the air at this point.
Falling damage is 1d6 for every 2 game inches (max. 10d6).  So falling from this height might hurt, but probably not too badly (acing d6, so it could kill you.  But probably wouldn't do more than shake you.)

@Jack Rudd: These creatures are not normal.  You know nothing about them.
@ashersky: they aren't natural.  Knowledge rolls are not actions.
@spiritbears: (I forgot to mention it, you're shaken from taking a wound.  To clarify, any time you take a wound you're also shaken.)  Fate chip power level is White<Red<Blue.  White lets you soak a wound, reroll, or remove shaken status.  Red can be used as white OR add 1d6 to a roll after the result, giving me a free fate chip draw to use against you.  Blue can be used as white, or as red without the free draw for me.  If you soak the wound (a 4 or higher on Vigor), then you will not be shaken.

@Galzria: the creature is large enough to hold you at both shoulders with it's feet.
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #410 on: July 02, 2013, 11:20:32 am »

@Galzria: also, given the look in their eyes, music would be unlikely to soothe or frighten them.  It might distract the one carrying you (as a smarts trick, say)...Yes you'll incur a penalty for attacking in the same round.  Given that you can strike at the foot holding you, you would not suffer any lighting penalties.
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spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #411 on: July 02, 2013, 12:15:16 pm »

(Let me get this straight--please correct me if I'm misunderstanding--so, since I'm shaken, I can't attack, but I could use a white chip and recover from shaken, and fire a shot this turn? If so, that's what I will do, and aim for the thing 2's wing (closest to me)...will wait till it's my turn to roll))
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #412 on: July 02, 2013, 01:28:30 pm »

The sky beast struggles to lift Jimmy's great weight as it lifts him into the air. Caught in the creatures birdlike talons Jimmy is initially shocked, until he recognizes the shotgun he'd picked up off the dead outlaws. He doesn't know what's going on, but he is incredibly glad he'd taken this shotgun with him. Pointing it directly above him Jimmy fires both barrels at point blank range.

Shooting check:
Rolled 1d6 : 5, total 5
Rolled 1d6 : 3, total 3
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #413 on: July 02, 2013, 02:20:53 pm »

(Let me get this straight--please correct me if I'm misunderstanding--so, since I'm shaken, I can't attack, but I could use a white chip and recover from shaken, and fire a shot this turn? If so, that's what I will do, and aim for the thing 2's wing (closest to me)...will wait till it's my turn to roll))
First you can make a spirit roll (to recover from shaken).  If you get an 8 or better you can act immediately without spending a fate chip, if you fail you can still spend the fate chip to recover and act normally.

You go before the creatures, so you can take your rolls at your earliest convenience.
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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #414 on: July 02, 2013, 02:30:19 pm »

The sky beast struggles to lift Jimmy's great weight as it lifts him into the air. Caught in the creatures birdlike talons Jimmy is initially shocked, until he recognizes the shotgun he'd picked up off the dead outlaws. He doesn't know what's going on, but he is incredibly glad he'd taken this shotgun with him. Pointing it directly above him Jimmy fires both barrels at point blank range.

Shooting check:
Quote
Rolled 1d6 : 5, total 5
Rolled 1d6 : 3, total 3

[OOC]Normally you cannot use a shotgun in melee combat (it's too big.  Needs to be pistol or smaller).  And normally attacking someone grappling you is a -4 penalty.  This is a unique situation though, as you're being carried by the shoulders rather than fought with.  And you're not properly being restrained (i.e. it isn't really a grapple).  I'm noting both of those things here, so that they'll be known moving forward, and so that you understand when I say, "no you can't do that" at some future time if you try it. :)

In this instance, if you're attacking the creature carrying you, I'm inclined to count it as a standard melee attack vs. parry.  Lighting penalties don't matter because, I mean, it's right there.  And I'll let it go on the larger-than-normal weapons.

Creature's parry is 7.  Shotgun gives +2 to shooting (which you didn't include), so you hit.  Roll damage, 3d6 for shotgun at close range.  If you get at least a 6 damage it drops you.  You can go ahead and roll your own 1d6 falling damage.[/OOC]

As Jimmy tries to get the tip of his shotgun against the creature it swivels and tosses him to try and get out of the way.  However, Jimmy manages to squeeze the trigger and just catches the beast with some pellets across the chest.
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #415 on: July 02, 2013, 02:43:17 pm »

OOC: Sure thing, I figured there would be some modifiers after the fact, but thought I'd put my roll out there so you could work out what to do with the numbers.

Damage roll:
Rolled 3d6 : 5, 6, 3, total 14
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #416 on: July 02, 2013, 02:43:39 pm »

Ace:

Rolled 1d6+14 : 2 + 14, total 16
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #417 on: July 02, 2013, 02:47:49 pm »

In a burst of gunpowder and bird gore Jimmy has time to shout "Ohh sh-" before thumping into the ground, his shotgun, spent, clatters to the ground nearby, smoke wafting from its barrels.

Damage:
Rolled 1d6 : 1, total 1
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Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #418 on: July 02, 2013, 04:24:04 pm »

Grant's mind raced as he found himself hurling skywards, but his hands, trained to react, were calm and swift. Lifting one leg straight into his chest, he reached down and slid his blade skillfully out of his boot. It was too dark to see exactly what held him, but he knew he couldn't afford to let it carry him any higher.

Reaching above his head, Grant sliced hard at the leg of the beast above.


Combat Roll, draw penalty: 1d8-1 : 5 - 1, total 4
Wild Combat: 1d6 : 6, total 6

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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #419 on: July 02, 2013, 04:24:52 pm »

Wild Ace: 1d6+6 : 1 + 6, total 7
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: [DLR] Chapter 1: The White Calf
« Reply #420 on: July 02, 2013, 04:27:31 pm »

[OOC]I believe that's a hit? Since I went first I skipped my spirit roll -no guns firing yet. Now I roll damage on the creature plus damage from my fall, correct?[/OOC]
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #421 on: July 02, 2013, 04:51:50 pm »

Ok Spirit Roll
Rolled 1d10 : 1, total 1


Wild
Rolled 1d6 : 1, total 1
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Jorbles

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Re: [DLR] Chapter 1: The White Calf
« Reply #422 on: July 02, 2013, 04:55:58 pm »

OOC: Shouldn't have used up all your good rolls earlier.
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spiritbears

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Re: [DLR] Chapter 1: The White Calf
« Reply #423 on: July 02, 2013, 04:59:26 pm »

Oh...that was just awful.
Spending a white fate chip to recover

Bob takes aim at the creature's wing. (Bow):
Rolled 1d6 : 3, total 3


Wild
Rolled 1d6 : 4, total 4

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theorel

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Re: [DLR] Chapter 1: The White Calf
« Reply #424 on: July 03, 2013, 07:30:28 am »

[OOC]I believe that's a hit? Since I went first I skipped my spirit roll -no guns firing yet. Now I roll damage on the creature plus damage from my fall, correct?[/OOC]

[OOC]
You have a -2 penalty for drawing a weapon.  So the result is a 5, which is a miss.  You can always spend your red chip to add a d6 which would give you a hit 5/6 of the time.  Otherwise, you miss though.  (penalties/bonuses apply to wild die as well as regular die, and penalty for drawing/attacking is -2 excepting something like a quickdraw holster)[/OOC]
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