[ GM: One mental stress and you definitely show your fear outwardly. ]
Chapter 1 - The City
[ GM: One mental stress and you definitely show your fear outwardly. ]
[ GM: If you want to climb out this turn you can attempt it with a dexterity test. It starts at 1 positive and 1 negative unless you can think of why there should be more positive. ]
DEX 3
But he can't seem to get up and over the window.
Rolls
Positive Dice - (1d6)
(2) = 2
Negative Dice - (1d6)
(2) = 2
DEX 4
He hits the dog, hard, it buckles a bit from the blow but doesn't back down or seem to register the pain of the hit, just the force of it. In the scuffle John takes a good scratch from the wild dog's claw.
[ GM: John is small arms trained as a security officer so he will get an extra dice for using his baton or pistol in combat. This is seperate from the extra dice he gets for just having the weapon. (He is just more effective at using them). ]
[ GM2: Results, 3 successes against the dog (3 stress against it) plus 1 bonus stress from the melee weapon is 4 stress against it. I took two physical stress because of uncanceled negatives. ]
Rolls
Positive Dice (default, baton, small arms trained) - (1d6, 1d6, 1d6)
1d6 : (4) = 4
1d6 : (4) = 4
1d6 : (2) = 2
Negative Dice (melee combat, first time hit) - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (3) = 3
Andrew is the last to take a turn before the dog gets a turn.
DEX 3
[ GM: the dog has 3 positive dice. One default, plus two for its teeth as equipment. The teeth also grant +2 Damage. I would probably say two negative dice because it is surrounded, and it's a melee attack. ]
Edit: The dog deals 4 physical stress damage to Kel and recieves one itself, minus 1 for its It Won't Die feature. It's still at 4 of 9 stress.
It's back to your groups turn.
Rolls
Positive Dice - (1d6, 1d6, 1d6)
1d6 : (3) = 3
1d6 : (1) = 1
1d6 : (2) = 2
Negative Dice - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (4) = 4
DEX 2
(aiming for the head if that is allowed, I assume this is an additional negative die, if I am wrong, we can work it out post roll) Since I have one full level of physical stress, I get to ignore one left over negative die, correct?
Rolls
[+] One die + 1d6 for weapon - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (4) = 4
[-] One die for stress, [-] aiming for head - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (6) = 6
OOC: I figured being too scared to do anything for one round kind of makes sense, yes?
[ GM: Aiming for a specific body part like that would add a negative, but technically it doesn't kill them instantly if you do target the head. To actually instant kill one of these things though requires something other than aiming for the head. At least the rules in the guide book say so. Since you probably wouldn't figure it out on your own I'll go ahead and tell you, They have a feature called "Destroy the Brain". If you ever have doubles on non-cancelled positive dice in a roll, you will instantly kill one of these enemies no matter the stress level. Since you didn't know that I'll go ahead and let you drop one of the negative dice, and since you have a level of stress you can ignore the other non-cancelled negative dice. So you take 0 stress for the attack on the dog. ]
DEX 4
[ GM: The attack itself gives John 2 stress against the dog, plus 3 for the pistol, minus 1 for the dogs resistance, for 4 stress against it. Both negatives are cancelled so John takes none. The dog is now at 8 of 9 stress. ]
Rolls
Positive Dice (default, small arms trained, pistol, point blank range) - (1d6, 1d6, 1d6, 1d6)
1d6 : (6) = 6
1d6 : (2) = 2
1d6 : (4) = 4
1d6 : (5) = 5
Negative Dice (melee combat, first time shooting something living) - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (6) = 6
DEX 3
Even with help from Andrew and Howard they still can't get him out the window. He manages to cut his hand a bit on broken glass that is sitting on the windowsill.
[ GM: Tim can't climb his way out of a wet paper bag. He manages to hurt himself in the process as well. ]
Rolls
Positive Dice (default, andrew assist, howard assist) - (1d6, 1d6, 1d6)
1d6 : (4) = 4
1d6 : (4) = 4
1d6 : (5) = 5
Negative Dice (clearly terrified as hell, broken glass) - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (4) = 4
Then, trying not to outwardly show his exasperation for Tim's inopportune bumbles, he nervously grips his club and watches from the door of the cubicle to see if his other companions can finish off the dogs or if things will take a turn for the worst. He starts slowly making his way towards the fray.
(edit: italics for emphasis; Howard is exasperated not with Andrew, but with everyone playing with the sick dog instead of going to the hospital)
DEX 3
As it lunges, however, John is able to bring the butt of his gun down on it's skull and an audible crack is heard as it caves in the thing's skull. It falls to the ground limp, it's teeth still showing through the hole in the side of it's face where the skin was torn away.
[ GM: The dog failed to get any hits, and took enough stress to kill it. It was at 8 of 9 stress, and took another two, though one was shaken off by the "It Won't Die" feature. Structured time is over so you are free to move about the forum again. ]
Rolls
Negative Dice - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (1) = 1
Positive Dice - (1d6, 1d6, 1d6)
1d6 : (5) = 5
1d6 : (4) = 4
1d6 : (5) = 5