Episode 1: Escape from Monster Island

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Oct 1, 2020 11:54 pm
OOC:
Holy crap, so those were all horrible rolls on my part. Bad for the humans but good for the kaiju. The MASER blast goes wide and seemingly does nothing. The Dauntless is unable to lock onto Taclydus (no Athletics roll needed from Taclydus. I didn't even roll a 4 so its a fail). And the naval gun misses Omukade, causing the water to explode nearby.

Thats it for me, so its a new round.

It'll be another few rounds before Panghol and Omukade get within melee range of the weapons platform and warship. Unfortunately, running doesn't apply to swimming.
Oct 2, 2020 11:40 am
OOC:
Hey, everyone missed, intriguing.
Do we draw new cards for new round? :)
Oct 2, 2020 4:37 pm
FlyingSucculent says:
OOC:
Hey, everyone missed, intriguing.
Do we draw new cards for new round? :)
Yes sorry, go ahead. For players, we’ll again use the highest card as the group initiative

Deck Draws

Warships and weapons platform initiative
Hidden Card
Oct 2, 2020 5:55 pm
OOC:
Man, I am lucky with that bad roll lol

edit: heck yeah on that draw
Last edited October 2, 2020 5:55 pm

Deck Draws

Initiative
King of Clubs
Oct 2, 2020 6:17 pm
OOC:
digs underground for an Ace...

Deck Draws

Panghol
Jack of Hearts
Oct 2, 2020 7:32 pm
OOC:
Flipping

Deck Draws

Action
7 of Diamonds
Oct 2, 2020 7:59 pm
OOC:
okay, so clearly kaiju are first, then the humans. Act at your convenience.
Oct 2, 2020 8:15 pm
Swimming, swimming, just keep on swimming.
Oct 2, 2020 9:03 pm
Taclydus, dodging the missles as they come his way, dives down toward the Warship, flying down next to the ships and starts attacking the missle batteries with his claws.
OOC:
I believe a claws attack is an athletics roll I will add damage if needed

edit: adding damage not sure if I got this right? do you reroll aces on damage?
Last edited October 2, 2020 9:10 pm

Rolls

Athletics - (1d10)

(8) = 8

Wild Card - (1d6)

(4) = 4

Damage (AP 24) - (3d12+4)

(2112) + 4 = 19

Damage ACE - (1d12)

(8) = 8

bonus damage from Raise - (1d6, RA)

(3) = 3

Raise damage bonus - (1d6, RA)

(4) = 4

Oct 2, 2020 9:23 pm
Qralloq says:
Swimming, swimming, just keep on swimming.
OOC:
This is Round #2 of combat. Omukade and Panghol will be in melee range of the weapons platform on Round #4, and melee range of the HMS Dauntless on Round #5. I'm fudging the distance a little bit to expedite combat, so it doesn't take 15 rounds to reach your targets.
Oct 2, 2020 10:47 pm
OOC:

Attacking

So for any who are new to Savage Worlds, combat consists of an attack - usually a Shooting, Fighting, or Athletics roll.

For a melee attack, that result is then compared to the defender's Parry stat. An attack roll that is equal to, or greater than, the Parry stat is a successful hit. Every four points over the Parry stat is a Raise. For those without any dice in the Fighting skill, the Parry stat is 2.

For a ranged attack, the Target Number to hit is a 4, modified by a penalty based on the attacker's range (short, medium, long, or extreme). Every four points over 4 is a Raise.

Any attack that results in a Raise provides +1d6 bonus damage to the damage roll. This bonus die can also Ace.

Successful area effect attacks and cone attacks can only be escaped with an "Evade" action. This is an Agility roll at -2. Succeeding on the evasion roll means that the defender takes no damage.


Damage

When damage is rolled, the result is applied against the target's Toughness. If the damage is less than the Toughness, then the target is unharmed. If the damage is equal to, or greater than, the target's Toughness, then the target is "Shaken". Each Raise on the damage roll also inflicts a Wound.

When a character is "Shaken", he or she is essentially stunned and can only perform free actions such as talking or moving (including running). At the start of their next turn, Shaken characters may make a Spirit roll to recover from being Shaken; this roll is a free action. On a success, the character is no longer Shaken and may act normally for that turn. On a failure, the character remains Shaken and may try again to recover next round. Characters can also spend a Benny to immediately eliminate the Shaken condition.

If a character that is already Shaken suffers a second Shaken result from a physical attack, that second Shaken result automatically becomes a Wound.

Each Wound a character suffers causes a cumulative -1 penalty to Pace and all Trait rolls. This Wound penalty caps at a maximum of -3.

Kaiju can take up to six Wounds. Further damage serves to "Incapacitate" the character. Incapacitated characters are at death's door; they are generally unconscious and are unable to perform any actions. Once Incapacitated, the character makes an immediate Vigor roll to avoid dying.


Soak

After rolling damage but before applying Wounds, a character may spend a Benny to make a "Soak" roll. This is a Vigor roll. Each success and Raise reduces the number of Wounds suffered by one. If the character soaks all the Wounds from an attack, he also removes the Shaken condition too. Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigor check if they aren’t satisfied with the results.
Oct 2, 2020 11:11 pm
The scaly giant swims closer, while focusing all of his attention to avoid the blows sent by the human weapons, ready to leap out of harm's way.
OOC:
preparing for an Evasion action against this danger to which he is now alerted, if the attack allows that
Last edited October 2, 2020 11:15 pm
Oct 2, 2020 11:57 pm
OOC:
Is the parabolic dish near me and are there any humans near it? Can I tear it from its platform or, if no humans, spit at it?
Last edited October 2, 2020 11:57 pm

Deck Draws

Initiative
8 of Hearts
Oct 3, 2020 12:01 am
OOC:
@Taclydus,

The HMS Dauntless has a Toughness 54 (24). The Armor Piercing of your claws (AP 24) cancels out the ship's 24 points of Armor, leaving 30 Toughness. You rolled a 19, plus 8 from the Aced damage die, plus 4 from the bonus damage you got for the Raise on your attack roll. That puts you at 31 damage - just enough to beat the ship's Toughness.

Normally, this is enough to leave an enemy Shaken. However, vehicles do not suffer from the Shaken condition. Instead, Taclydus' distraction will give the ship a penalty to the remainder of its rolls for this round. So the Dauntless doesn't take damage, but its crew is focused on the giant pteradyctyl on the deck.
Taclydus swoops down to the forward deck of the Dauntless. His massive wings kick up hurricane-force winds as he hovers just above the ship's bow. His talons immediately go to work on the warship's armored missile battery.
Oct 3, 2020 12:05 am
Dr_B says:
The scaly giant swims closer, while focusing all of his attention to avoid the blows sent by the human weapons, ready to leap out of harm's way.
OOC:
preparing for an Evasion action against this danger to which he is now alerted, if the attack allows that
OOC:
Is Panghol swimming at the water's surface, or swimming submerged beneath the water? You can hold your breath for a number of rounds equal to 2 + your Vigor die. So you can easily remain submerged until to reach the weapons platform or the Dauntless.

Same question for Omukade.
Oct 3, 2020 12:13 am
FlyingSucculent says:
OOC:
Is the parabolic dish near me and are there any humans near it? Can I tear it from its platform or, if no humans, spit at it?
OOC:
Straj is very aware of the parabolic dish. You've seen it in action before, and you know all of the weapon platforms are equipped with them. They seem to cause pain rather than leave any lasting damage - the equivalent of kaiju riot control devices.

You feel the vibrations of the weapon system as it hums to life. You have a Reach 3 (180 ft/54.86 m) so your tentacles can easily reach the dish from your location in the water. Your can either grapple with the weapon and force it to point another direction, or you can strike it with your tentacles to damage it.

You’ve never seen any humans on these platforms; they seem to operate by themselves.
Oct 3, 2020 8:31 am
OOC:
panghol will advance submerged until he can, and will be heading to the platform
Oct 5, 2020 7:31 pm
OOC:
Sorry for the delay.
Straj lets out a half-purring, half-chirping sound of frustration as his tentacles fruitlessly slide around the pylons, finding no vulnerabilities to exploit. The vibrations and water torrents caused by what's happening on the surface agitate him further, all of his many pupils dilating wildly. The kaiju is well-aware of the possible ramifications of attempted escape that threaten his companions; and the rampage that threatens humans in return if this fight continues.

With a swift motion, Straj launches himself off the pylon through the sea, diving towards the platform he knows to hold the round weapon that causes immense pain. He saw it in action a few times - the unfortunate kaiju howling in agony and rage, - and the thought of it aiming towards Panghol is highly unpleasant. It pushes the squid to focus on the dish and ignore, albeit hesitantly, the ship and Taclydus exchanging blows behind him.

Three of Straj's tentacles shoot out from the water to grapple the dish, the squid using both his weight and his appendages to pull at its higher edge, forcing the apparatus to aim into the sky instead of Panghol. He also hisses towards the human ships in a hopeless attempt to tell them to leave, though it probably goes both unheard and not understood.
OOC:
I wasn't sure if I needed a Strength check to redirect it, but I added it anyway.
Edit: I didn't forget the penalty, but d12+16-2 didn't work. D: Also, I'm rerolling Athletics. XD

(...would Paralyzing touch work on an object? I assume not, but in case it does, I'd like to use it too.)
Last edited October 5, 2020 7:36 pm

Rolls

Grapple (Athletics) - (1d4, RA)

(1) = 1

Wild - (1d6, RA)

(2) = 2

Strength - (1d12+16, RA)

(1211) + 16 = 39

Wild - (1d6-2, RA)

(65) - 2 = 9

Reroll of Grapple - (1d4, RA)

(3) = 3

Wild - (1d6, RA)

(5) = 5

Oct 6, 2020 3:06 am
OOC:
Thank you for the Strength check. Paralyzing Touch won’t work on the technology, unfortunately, unless you describe it as some form of electrical attack (like a taser). And since the weapons platform is a lifeless object, it doesn’t oppose your grapple.

Your grapple succeeded on a Raise (several Raises, actually), so the weapon is considered Bound and Entangled. You get +2 to all further rolls against the weapon while it’s grappled. Meanwhile, it can’t take any actions other than to break free and suffers -2 to all rolls.

On your next turn, you can also make a Crush attack on the weapon. That’s an opposed Strength check. If you succeed, you do your Strength in damage.
Straj

Your tentacles quickly rise from the water and reach to the surface of the platform. They coil around the large parabolic dish. It’s not difficult for you to redirect the dish away from Panghol. You can hear the motors at the base of the weapon groan in resistance as you tilt the dish upward.

Rolls

Opposed Strength check for MASER - (1d12+6)

(10) + 6 = 16

Oct 6, 2020 3:44 am
The Dauntless is unable to use its missiles with Taclydus so close and tearing at the forward missile battery. The ship’s naval gun and rear missile battery attempt to acquire other targets, but by this point, Panghol and Omukade have both submerged into the darkness of the nighttime water. As each kaiju swims through the depths, the ocean’s surface bulges and froths in their wake. They approach the blockade like mountainous underwater torpedoes. In response, the Dauntless and the weapons platform launch torpedoes of their own.
OOC:
Panghol, please give me an Athletics rolls at -2 (since you are not innately aquatic) to oppose the torpedoes locking on to you with sonar. On a success, the torpedoes cannot acquire you as a target in this round.

Attempts to lock torpedoes on Omukade fail miserably.

Rolls

Electronics roll to lock on to Panghol - (1d10, RA)

(108) = 18

Electronics roll to lock on to Omukade - (1d10, RA)

(1) = 1

Roll to see if attack on Omukade is a Critical Failure - (1d6, RA)

(663) = 15

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