Ambush
I wrote this up as a play test to get familiar with the rules and to have something to put on KoC to keep it fresh since we’re in a hiatus. I figure it might be of use to anyone planning on participating. Or just interested.
Edit: A special thanks to Magnus on the Pinnacle forums for taking the time to read through this and point out where I made mistakes in the rules.
A Savage Worlds Combat Encounter Transcription –
WARNING: ADULT LANGUAGE AND DESCRIPTIONS
NOTE: If you’re familiar with Savage Worlds:
This is run through for myself to familiarize myself with the rules using Savage Worlds Explorer’s Edition. It’s going to end up RAW, RAI, RAMI and RAIBD. Aka Rules As Written, Rules As Interpreted, Rules As Mis-Interpreted and Rules As Interpreted By Dennis. Feel free to point out any mistakes I might make but don’t scream if it’s not a mistake but a change.
Skills: We’re coming off a 4th Edition DnD game and I like consistency where it doesn’t make a major impact so I made the following changes to Skills: Thief type skills, lock picking, pick pocketing etc. get moved into a Thievery skill. Notice is renamed Perception. Tracking and Survival get rolled into a Nature skill (its a rare tracker who can’t survive and a mediocre survivor who can’t track). Climbing and Swimming (and all physical activities) get moved into Athletics which is Strength based. I added Insight as a new Spirit based skill as a way to read people and make leaps of logic and deduction. This isn’t a knock on Pinnacles decisions in this respect, it’s to make it more consistent for my 4th Edition players to acclimate them easier.
From the Case Files of Danger Inc.
The Case of the Missing Heiress
Scene:
Mary Alice, Jack and Pete , agents of the detective agency Danger Inc “Danger is our middle name.” have gotten a tip from one of their stoolies that the girl they’ve been hired to recover was taken by a couple of thugs for the O’Toole gang and they have her in an old office building in an industrial park down by the river. If the cops show up or get involved they’re going to kill her. The group knows the reputation of the O’Toole’s and know she’s likely to be killed as soon as they get the ransom if she’s not already dead.
Characters (Pertinent for this scene stats only):
Jack: Agility d8, Smarts d6, Fighting d8, Perception d6, Shooting d6, Streetwise d8, (Think Tony DiNozzo from NCIS)
Pete: Agility d8, Strength d8, Vigor d6, Toughness 5, Fighting d10, Perception d8, Shooting d8, Stealth d4 (Think Pete of BCjr)
Mary Alice: Smarts d8, Spirit d8, Agility d6, Perception d6, Investigation d8, Shooting d6, Edge: Common Bond (Think Evie from the Mummy)
Shank: Agility d8, Driving d10 (Think Mel Gibson from Payback but more henchmany)
Preparation:
Jack: “I’m going to see if I can find any more information on what’s going on. I’m going to make a few calls.”
Mechanically: Player is going to use Streetwise. Rolls a d8 for his skill and a d6 for his ‘wild’ die. Rolls a 1 for the d8 and and a 6 on the d6. The 6 ‘explodes’ since it’s a ‘ace’ and he rolls it again and gets a 1 for a total of 7. This beats a 4, the average Target Number so the player gets a success but would have needed an 8 to get a success and a ‘raise’.
GM: “You confirm the story but don’t find out much more information about it. You did learn that one of the O’Toole brothers is running the caper and are supposed to be holed up in the top of the joint. [Note the clever use of historical vernacular].”
Pete: “I’ll see what I can dig up on the O’Tooles.”
Mechanically: Player uses Streetwise but doesn’t have any skill at it so will roll a d4-2 as the base skill dice and a d6-2 as the wild die and ends up with a total of 3 (a 1 on the d4 and a 5 on the d6. 5-2 is 3, the 1 rolled on the d4 is discarded since it’s lower than 3).
GM: “No one you contact really seems to have any more information than what you know in general, it’s a sizable gang of irish immigrants, local crime lords of their area, run by three brothers at the top of the gang. Kidnapping and ransom is right in line with their activities, they also run prostitution and gambling. They’re not known for their pleasant outlook on life.”
Mary Alice: “I’m going to hit up the hall of records and get a floor plan of the area where they’re supposed to be keeping the girl.”
Mechanically: Mary has a d8 skill in Investigation and of course gets a d6 as a wild die. She rolls a 4 and a 6. Another exploding dice on the d6 which explodes again with another 6. The third roll is a 3 so she has a total of 6+6+3 or 15. This is a success (4) and two raises (4 and 4) and almost a third raise. She was able to find all the information available and cut her research time in half thanks to the excess raises.
GM: “You have no trouble finding the blueprints, both original drawings as well as drawings showing every modification to the building and in record time, almost as if Fate stepped in to help you save this girl. You’re back at the office before the boys finish making their calls and had time to get lunch.
The three of you go over the blueprints. It has three entrances on the ground floor, a main door that opens to the street, one that opens into an side alley and another in the back that opens up into an alley that runs between it and the backing building. A building next to it, the one that forms the alley way is of the same height according to the area plans. You also find on the older plans a steam tunnel that looks like it might connect the boiler rooms of this building and the building that butts up against it on the back side.”
Players: “Yack yack yack, go in through the roof, the side, the back, the basement yack yack yack.”
GM: “Sounds like you’re going to go in through the adjacent building which as you found out is a chinese laundry. You head downstairs and get Shank [an Ally character] to drive you over. Per your plan it’s ten in the evening when you arrive and as you suspected the laundry is closed.
Jack: “Shank, circle the block, normal speed. Let’s see if there’s anyone outside the office.”
GM: “Shank smoothly wheels the car around and you drive past the office. The building is dark except for the top or fifth floor which has lights on. There’s a guy sitting on the front steps to the building, he gives you the eye as you drive past and you spot his right hand is under the left side of his jacket. Give me a perception check.”
Mary Alice: “I didn’t see anything.”
Mechanically: d6 for the skill and a d6 wild yields a 1 and a 3 so a total of 3 versus 4 is a failure.
Jack: “I’m too busy polishing my shotgun to look around.”
Mechanically: d6 and d6 yields a 3 and 2 so a total of 3 or a failure.
Mary Alice: “Is that what you’re calling it these days?”
Pete: “I see something.”
Mechanically: d8 skill and d6 wild yields a 6 and a 4 so a total of 6 which is a success against a TN 4.
GM: “Pete you spot the flare of a cigarette ember in one of the cars parked across the street from the office building and catch a glimpse of two guys in the front seat.”
Mechanically: Mary Alice and Jack both failed their perception checks as the Target Number assigned by the GM is a 4 but Pete got a success. If Pete had gotten a raise the GM would have also told him about the two men in the back seat. As an alternative the GM was going to give them that information if two of them got a success.
Pete: “Eyes front everyone, don’t look too curious. There’s at least three torpedoes out there, one on the steps and two in the lizzie across the street. Shank go ahead and head straight for a few blocks and then turn and head back and find a parking spot within view of the laundry but not too close.”
Shank (NPC): “Roger boss. Want I should keep it running?”
Pete: “Yeah, we may need to leave in a hurry.”
Mary Alice: “Hey does this place have a fire escape?”
GM: “Yes the office building has a fire escape on the side that doesn’t have the side door, it drops into an alleyway that runs the length of the two buildings.”
Mary Alice: “Shank park where you can see that fire escape, I want to keep our options open.”
Shank: “You got it boss.”
GM: “Shank pulls the car into an open spot on the street, there aren’t a lot of cars parked here, what vehicles there are tend to be delivery trucks for the various businesses. You pause a minute but the streets are clear. There’s only one functioning streetlight and one flickering the others are dark. The shadows provide lots of cover for movement or to conceal yourselves in.”
Mary Alice: “And anyone else I’m sure.”
Pete: “Don’t sweat it toots. Okay we head over to the laundry, casual, just three mugs out for an evening stroll to pick up their laundry.”
Jack: “Anyone know how to pick locks?”
Pete: “Nope. But it’s 1922, no alarm system. I pull my pry-bar out of my coat and jimmy the door open. After making sure the street’s clear of course.”
Mechanically: Makes a perception roll using a d8 and a d6 and gets a 12 (d6 was a 4, d8 exploded with an 8 and a 4). That would be a success and two raises for a typical roll.
GM: “Looks clear. Make an attack on the door lock for me, you can use the higher of your Fighting or Strength die. It’s a surprisingly good lock, although given the neighborhood maybe not so surprising.”
Pete: “Okay, this should be easy enough.”
Mechanically: Pete rolls his Fighting die which is a d10 and wild d6. Gets a 10 on the d10, it explodes and he ends up with a 16 total -2 for the difficulty of the lock for a 14 total. That’s 10 over the target number so a success and two raises.
GM: “With your first wrench of the pry-bar the door pops open. It happened so fast anyone looking would think you had a key. Inside the room smells heavily of soaps and cleaning liquids overlaid with the smell of musty clothing. It’s dark in there though, the single working street light doesn’t go very far through the dirty windows.”
Mary Alice: “I slip a torch out of my pocketbook and flick it on. I cover the lens with my hand to keep the light to a minimum.”
GM: “The place looks like every other laundry you’ve been to, a counter dividing the room from the equipment in the back. Rows and racks of clothing and bags of dirty laundry fill most of the area with little aisles allowing movement through the room. A door in the back leads deeper into the building.”
Jack: “Off to the back then. Mary Alice can I borrow your flashlight?”
Mary Alice: “I knew you wouldn’t be prepared. Here, I brought one for each of you.”
GM: “Weaving your way through the room you open the door into the back finding more cleaning equipment. In a corner of the room you find a set of steps leading down to the boiler room. It’s hot and crowded and noisy but it’s only a few moments before you uncover the door to the steam tunnel behind a set of shelves holding soaps. You shove it out of the way and the door opens into a tunnel filled with pipes running along the walls. A couple of leaks keep the area hot and humid but not dangerously so.”
Jack: “I take a quick peek up and down the tunnel and if I don’t see anything I shine the light up and down it.”
Mechanically: Rolls a d6 and a d6 for Perception for a 2 and a 3, giving him a total of 3 aka Failed.
GM: “You don’t see anything unusual and shining your light around you see the tunnel heads much like it showed on the plans. About sixty feet south it ends with the pipes running upwards into a shaft. Advancing down the tunnel you find a shaft leading up into the office building. A rusted ladder is attached to one wall and at each of the four floors above is a ledge and a door where the pipes split and branch out to bring steam to the building. The blueprints showed all this and each door opens up into a maintenance closet on the various floors.”
Jack: “Okay let’s get going, I’ll go first, Mary Alice you’re next and Pete is last.”
Mary Alice: “Think again buster, this mug isn’t going to be staring up my dress, you two go up first, I’m going last.”
[Edit: As pointed out to me, this would be a possible place to award a Benny to Mary Alice for playing in character as a prim and proper lady..]
Jack: “Fine. Me, Pete and then her highness. We hit the top floor. I figure they’re going to be in that big office at the end of the hall. If they have anyone in the hall it’s going to get hot fast. We’ll need to hit anyone there quick like, Pete that’s where you and those pistols of yours come in, those silencing things Shank came up with make you point. If things go to hell, we rush the office and shoot anything that’s not blonde, female and goes by the name of Rose.”
Trivia Note: Silencers or more accurately, suppressors were commercially available in 1902 for those flinching and shouting “Historically inaccurate!” Also this is an alternate earth with a modified timeline as fits my needs. So nyahhh!
GM: “The climb isn’t particularly arduous and the way the pipes knock and ping from the steam you don’t have to worry about stealth too much. With a little effort you make it to the top. The access panel leading into the maintenance closet has swollen a bit from the steam and takes some force to open. You put your shoulder into it and knock it free but as it does a mop leaning against it starts to fall toward a metal bucket.”
Jack: “I grab for it!”
Mechanically: Makes an Agility roll, a d8 and the wild d6. Gets a 5 and a 1. That’s a success and he grabs the mop before it can crash into the bucket.
[Edit: As pointed out to me, this would be a possible place to award a Benny to Jack for bypassing a Complication .]
GM: “Good work! With that out of the way you get the door opened without any more trouble. The room is filled with cleaning tools, mops, brooms and soaps and the like. The door to the hall is to the right.”
Pete: “Which way does it open?”
GM: “You’ll be able to see down the hall toward the big offices at the end without having to look around the door.”
Jack: “Wait a minute, I unlimber my sawed off and check the loads.”
Mary Alice: “Yes, I get my 38 out.”
Pete: “I screw on the silencers to both of my 45′s then put the left one back in the holster. I ease the door open slowly and quietly trying to get the smallest gap I can to see down the hall.”
Mechanically: Player makes a Stealth roll. A d4 and a d6 results in a 2 and a 5 for a 5 roll. GM makes a Perception roll for the guard he knows is at the end of the hall. Since it’s a mook it does not get a wild die and rolls a basic d4 getting an 1. The player got a success and a raise as a result – 5 vs 1.
GM: “Without a sound you ease the door open, spotting a thug sitting in a chair at the end of the hall next to a closed door. He’s reading something, a racing form it looks like. The distance is about ten squares so it’s short range for your pistols.”
Pete: “I take a two handed grip and aim at the thug. I’m going to put one in his heart, one in the head.”
GM: “Are you actually calling your shots, that would be two actions at -2 each and the called shots would add another -4 to each shot?“
Pete: “No, it just sounded good. I am taking an Aim action though and going to Double Tap him.”
Mechanically: Pete spends one round to take Aim. This gives him a +2 to hit. The GM rolls another Perception check for the thug with a d4 and gets a 2, failure.
The double tap is going to grant Pete a +1 to hit and +1 damage but will of course use two bullets from the 7 shot 45. He rolls his Shooting die of d8 and the wild d6 and gets a 3 and a 6. The wild die explodes and he ends up with 10 + 2 for the aim + 1 for the double tap for a total of 13 versus a TN of 4.
This is a success and two raises. The raise adds 1d6 to his damage total. The equivalent of a critical hit in other game systems. He rolls 2d6+1 for the 45′s base damage and adds another 1d6 for the critical hit and 1 for the double tap getting a total of 11 damage.
The thug has a Toughness of 6. 11 versus 6 results in a success and a raise. The success causes the thug to be Shaken and the raise causes a wound. As this thug is an Extra or as they’re known in 4th Edition, a Minion, any wound incapacitates him. Be default in Savage Worlds it appears that Extras only really die in the Aftermath part of the encounter but it feels more ‘right’ to me that a character shot and incapped to be dead or dying unless the shooter specifically tells me they’re not going for a kill shot. At which point I’d assign some modifiers to the shot most likely.
GM: “Your two bullets punch through his chest directly over his heart. The thug, a big bruiser jerks, his racing form flipping up to float to the ground as the body slumps and then slowly slides out of the chair with a quiet noise and a spreading stain of blood starts to mar the carpeting.”
Pete: “How loud was it? Does it sound like anyone heard anything?”
GM: “You barely heard it, mostly because you were watching it. You pause a moment or three but there’s no outcry from inside the office.”
Mechanically: The GM knows that there’s an electric fan running inside the office, and the doors are thick and solid wood. He assigns the noise of the body falling and the silenced shot a modifier of -2 to be heard. He rolls a group Perception check for speed’s sake using the average inside with a +2 because there are multiple people who might hear. He rolls a d6 and gets a 3, 3+2-2 for a 3 total versus the TN of 4 which results in a failure.
Jack: “Get a move on then. We’re going to move down the hall way, me and Pete in front, Mary Alice behind watching behind us. When we get to the door I’m going to listen and see what I can hear and if there’s any cracks I could look through around the door I’m going to try that as well.”
Pete: “I swap my clip out for a full one and pull my other pistol.”
Mechancially: Since bullets are ‘real’ rather than abstracted in Savage Worlds it makes sense for the player to keep full clips in his gun and for any character to reload when they have the chance. As a general rule I’ll probably limit clips to avoid players clanking when they walk to something that makes sense based on the situation. But for a person who carries two pistols, having a spare clip for each would make sense.
Mary Alice: “I’m going to walk forward but keep glancing back every few seconds.”
GM: “Cool. The hall is lined with a couple of doors on each side, mostly with frosted glass doors and various company logos on them. At the opposite end from where the thug is is an elevator, a thick carpet runner goes down the length of the all. Without any real issue, you get to the end of the hall, being quiet isn’t hard, the carpet although worn is still thick and padded and you ghost down that way like cats on a sofa cushion. Pete you don’t spot any gaps but the lock is one of the old style, or would that be new style and the keyhole goes all the way through.”
Pete: “I listen and then peek through the keyhole.”
Mechanically: Pete needs to roll a Perception check for hearing at a -2 due to the thick wood and another Perception check to look through keyhole, again at a -2 due to the tiny opening. He rolls a d8 and d6 and gets a 5 and a 4. The 5-2 is a 3 so a failure on hearing. Peeking through the hole gives him slightly better results, a 6 and a 5. 6-2 is a 4 so a success.
GM: “You can’t hear much, there’s a faint humming sound, maybe a fan of some kind? Through the keyhole you have a narrow view of the room but directly across the room you can see two thugs playing cards of some kind. You can spot a revolver on the corner of the table by one of them and a Thompson leans up against the wall next to the other guy. You can just make out a closed door to the left and can see a sliver of light on under the door.”
Pete: “Two guys huh, even on my best day…”
Mary Alice: “Shut up Inigo. What’s the door look like again?”
GM: “A big pair of heavy double doors, solid oak that swing outwards toward you. They have big brass handles with thumb locks.”
Mary Alice: “Are they locked? I very carefully try them.”
GM: “The thumb press goes down easily and you can feel the door give just slightly. They don’t appear to be locked.”
Mechanically: Some require a Stealth roll here but unless the doors were trapped to make noise it’s unlikely even if they were paying attention they’d hear a slowly pressed knob and they’re also not ‘alert’ as they have a guy outside, one downstairs and 4 more in a car across the street. They’re feeling fat and sassy to say the least.
Mary Alice: “Okay what about this. You two stand right back there just out of the door’s arc. Pete give Jack one of your pistols. I pull the doors open and drop to the floor and you two nail the thugs, do it quick and quiet and don’t raise any alarm.”
Pete: “You know how I feel about people touching my piece…”
Mary Alice: “Shut up Briscoe. Sounds like a workable plan?”
Jack: “It might work. And if it doesn’t we get to blame you. I’m all for this plan.”
Pete: “Here, treat her nice or we’re going to have words later. I give Jack my off pistol.”
GM: “You move into position with Mary Alice by the doors and the two of you about five feet back from them. You two are going to Hold your actions until Mary Alice pulls the doors open and drops and then shoot the two thugs. That cover it?”
Pete: “Right. Can we get an Aim action if we kneel down?”
GM: “Sure if you want to spend a round after the doors are open.”
Jack: “Right no aim bonus. Okay I’m still going to double tap them.”
Pete: “Yeah me as well. Jack you go for the guy on the far side of the table, he’ll be looking at you and just left of the other guy. I’ll take the close one. Wait a minute the far guy has the Thompson, you take the close one, I’m a better shot and I don’t want that Thompson opening up on us.”
Mary Alice: “Say can I drop and roll?”
GM: “Hmm sure, you can pull the doors open and dive off to the side as an action. I’ll ask for a basic Agility test with a +2 from you to avoid opening the doors too hard and they bounce closed or not opening them enough.”
Jack: “Okay I like this plan, we can do this.”
GM: “Mary Alice you grip the brass handles, they’re cold to the touch and carefully you depress the latches and then step back swinging the doors open and then drop and roll off to the side.”
Mechanically: Mary Alice rolls her Agility d6 + d6 wild and gets a 4 and a 4. At +2 that’s a 6 versus 4 so she’s able to swing the doors open without them getting in the way of the others. The GM has decided to just give the group a surprise round to reward their plan and it makes sense in the situation. He’s not going to let them get the Drop on the thugs though. He’s nice but not that nice.
Pete: “I put two into the Thompson guy as soon as the door opens wide enough.”
Mechanically: Pete rolls a d8 and a d6 and gets a 4 and a 2. +1 for the double tap for a 5 against a TN of 4 and gets a hit. He rolls (2d6+1)+1 (base plus 1 more for the double tap) and gets a 4 and a 6 which explodes and gets another 4 for a total of 16 damage (4+6+4+1+1). The thug has a Toughness of 6 so he does 10 damage. The success shakes the target and the 2 raises for the excess damage adds two wounds to the target.
GM: “One bullet rips through his upper chest, pushing him back and the second catches him under the chin and bores a hole through his skull splattering the wall behind him with a reddish gray gore. He falls backwards still in the chair and thuds to the ground.”
Jack: “Nice shooting Tex! I put two into the close guy.”
Mechanically: Jack has a d6 shooting so rolls a d6 and a d6 wild and gets a 6 and a 1. The six explodes and he gets a total of 12 (6+5 and +1 for the double tap) on his attack roll. That’s worth a success and a raise so he gets an additional 1d6 on his damage roll. For damage he’s going to roll (2d6+1)+1+1d6. Base of 2d6+1 for the pistol, +1 for the double tap and +1d6 for the critical hit. He rolls a 3, 1, 2 for a total of 6+1 or 7. The 7 versus the Toughness of 6 will only result in the Thug being Shaken. If the thug had already been Shaken it would have been a wound of course.
Jack: “Ugh, horrible damage. Can I spend a benny to re-roll the damage?”
GM: “No, you can only spend bennies on skill tests, not damage.”
Jack: “Crap. Okay what happened?”
GM: “You hit him twice but both bullets are only grazing hits and while you’ve scared him, especially since he got a front row seat to his buddy spray painting the wall with his cortex he’s not down although shaken up. When someone is Shaken the only action they get to make is move up to half their base movement. We’ll need to draw for initiative.”
Mechanically: The three players and the one thug draw cards from a deck. They get the following results – Mary Alice – 4D, Pete 5C, Jack JH, Thug 4C. This puts their initiative order as Jack, Pete, Mary Alice, Thug. The GM pulls a fifth card though as there’s a third thug in an easy chair in a corner of the room that they don’t know about yet. Thug #2 gets a 6D so he goes right after Jack and before Pete.
Jack: “Two more into him before he can move.”
Mechanically: Jack rolls his d6 and d6 and gets a 3 and a 6. Another exploding shot. He ends up with a 6 and a 4 for a total of 6+4+1 or 11. Again a success and raise yields a critical hit so he gets another (2d6+1)+1+1d6 as his damage and gets a 5,3,5 or 15 total damage which is a success and two raises against a Toughness of 6. The two raises causes two wounds, the success doesn’t add an extra wound although if there hadn’t been a raise then he would have still taken a wound from the success. This was a difficult concept to ‘get’ for me based on the wording of the SW:EX edition and I had to check their forums where it’s a VERY common question. A better example, the same one that the forum admin Clint uses each time in the forums put in the manual would have forestalled most of those.
GM: “As the thug’s head whips around to stare at you, you put two 45 slugs into his open mouth as he starts to yell. His head snaps back and falls dead to the floor in a spray of blood.”
Pete: “Nice shooting yourself. What do I see or hear?”
Mechanically: Rolls perception dice d6 and d6 and gets a 1 and a 2. He fails to hear the other thug in the room as he draws a pistol and Holds an action waiting for someone to come in.
GM: “A large reception area, finely appointed but worn down now. The two thugs appear to be the rooms only occupants from where you stand. A closed door is on the left hand side of the wall opposite. A partially open door leading to a dark room is on the right hand side.”
Pete: “No one heard anything?”
GM: “Not that you know about.”
Pete: “Crap. I’m going to Hold my action, aiming at the door across the way. Can I get the Drop on it?”
GM: “Sure if the door moves you can shoot it at +4.”
Jack: “I switch the pistol to my left hand and pull out my sawed off. Does it count as a pistol since it’s so small?”
GM: “Actually it does so you can use it in close combat although like all close combat you’re attacking the target’s Parry value instead of the base 4.”
Mary Alice: “I move to where I have cover from the wall but can see into the room, my .38 aimed at the door.”
GM: “You shuffle weapons and positions without interruption. Nothing seems to be happening for moment then you hear a voice with an Irish brogue call out from the direction of the closed, “Tommy? Everything okay?”
Pete: “Can I tell where it’s coming from?”
GM: “Sure in the direction of the closed door.”
Pete: “Gee thanks. Jack, Mary Alice get ready to cover me. I empty both pistols into the door and walls on either side aiming up at an angle from the floor so that they should miss anyone sitting and probably miss anyone standing unless they’re right by the wall.”
GM: “Okay you only get one attack per weapon per turn but you could double tap from each gun and put four bullets through the walls. You’ll take a -2 to both attack rolls since you’re doing two actions in one turn.”
Pete: “Oh. How long would it take me to get to the tommy gun over there?”
GM: “Move action to get to it and pick it up.”
Pete: “I couldn’t run over, grab it then run back?”
GM: “Sure a run would get you over and back, make an Agility test at -2 to grab it on the fly since you’re doing essentially two actions.”
Pete: “Okay Jack, Mary Alice, you to blow the hell out of that door if opens. Here I go.”
Mechanically: Since Pete is going to run and make a grab for the weapon that’s going to count as two actions so he’ll take a -2 on his Agility roll to grab it on the fly. He rolls a d8 for his Agility and d6 wild and gets an 8 and a 2. The 8 explodes for a total of 13-2 versus 4.
Unfortunately for Pete the thug has a Held action and is waiting to shoot at the first person who actually enters the room. He has a Shooting of d8 and rolls a 8. It explodes for a total of 11. A running target is harder to hit [Established SW House Rule] so he has a -1 to hit. But a 11-1=10 vs a 4 is a success and a raise. The thug hits Pete and gets a critical. The thug is also using a standard revolver so there’s a big Bang.
The GM rules that Pete gets halfway to the Thompson when he gets shot. The thug rolls (2d6-1) base +1d6 for the critical for a total of 3+3+5-1 or 10 damage. Pete has a Toughness of 5. 10 vs 5 = success and raise so Pete is Shaken and takes a Wound unless he tries to Soak the damage.
GM: “As you run across the room there’s a loud gunshot from your left and pain burns across your shoulder. You stumble and fall prone from the impact.”
Mechanically: There’s nothing that says the target actually falls prone from getting shot, this was a GM ruling for cinematic sake. Others might not do it, and having the player make an Agility test might be an option for some with perhaps a modifier for each success and raise of damage done to them.
Mary Alice: “Nice going banana heels. Next time look around the room before you charge across it.”
Pete: “Well son of a [bleep]! I roll to soak the wound.”
Mechanically: Pete spends a benny and makes a Vigor roll d6 and a wild die of d6 and rolls a 3 and 1. 3 Vs 4 is a failure. The player opts to spend another Benny and tries again and gets a 4 and 5. This eliminates the wound but he’s still Shaken. [Edit: This is wrong, if you soak an attack and eliminate all wounds then you are not shaken.]
GM: “The wound isn’t as bad as you thought it was but you’re still shaken up. To make it easy we’ll just use the existing initiative order and grant Jack and Mary Alice Held Actions. That puts Jack up.”
Jack: “I really don’t want to wake the neighbors if we haven’t woken them yet, I’m going to drop the shotgun and draw my .38 and lean around the doorway and shoot whoever shot Pete.”
Mechanically: Dropping the shotgun is a free action, drawing the 38 is an action as is shooting so he’ll take a -2 penalty. In addition the thug has light cover from a side table against the wall for another -1. Jack rolls his Shooting die of d6 and wild d6 and gets a 6 and a 1. The 6 explodes for a 11. -1 for the cover and -2 for the multiple actions and he has an 8. A success and a raise. He rolls his damage 2d6-1+1d6 and ends up with a 1, 6, 3. The 6 explodes and adds another 4 for 14 damage. The thug has a toughness of 6 so it’s a success and two raises.
GM: “You lean around the edge of the door frame, pulling your pistol and put a bullet into a thug’s left eye as he’s peeking around a table with a smoking pistol in his hand. The head snaps back and the thug drops bonelessly to the ground. You hear a loud voice a little hysterical, “ [bleep]ammit, what the [bleep] is going on out there!? Tommy if you guys are [bleep] ing around Shay is going to [bleep] ing kill you! If I don’t do it first!”
Pete: When I can go again, I’m going to try and shake off the Shaken status.”
GM: “Mary Alice?”
Mary Alice: “I’m good, I switch back to covering the door.”
GM: “Okay Pete go ahead.”
Pete: “I tell myself it’s only a scratch.”
Mechanically: Pete rolls a spirit check using a d4 and wild d6 and gets a 4 and 4. The d4 explodes with another 4 and then a 3. For a total of 11 vs 4. This is a success and a raise so he easily gathers his courage and can act normally on his turn. With only a success he would have eliminated the Shaken condition but would have had to spend the whole turn doing it.
GM: “Great roll. You can act normally, what are you going to do?”
Pete: “Grab the tommy gun and head back to the doorway.”
Mechanically: Pete is going to Run and grab the tommy gun during his run. This is an Agility test at -2 for the multiple action. He rolls a d8 Agility and d6 wild and gets a 6 and 3. 6-2 or 4 vs 4 and grabs the gun without slowing down and makes it back to the door.
GM: “The voice is getting louder, ‘What in the [bleep] is going on?!’. What are you going to do?”
Pete: “I’m going to unload the tommy gun in a line across the wall, same way I was going to with the pistols.”
GM: “Okay you have a couple of options. You can use the weapons rate of fire of 3 to shoot three times which uses 9 bullets as actual attack options. The automatic fire incurs a -2 penalty. Or you can go with suppressive fire which shoots 5 bullets per shot so you’d burn 15 bullets. The suppressive fire will make anyone inside have to roll to avoid being shaken. With the aimed bursts you’ll get to make 3 shooting rolls to hit where you want. With suppressive fire you only roll once.”
Pete: “Suppressive fire it is then. Rat-ta-ta-ta-tat!”
Mechanically: Rolls a d8 and a d6 for shooting at -2 for automatic fire and gets a 2 and a 1.
Pete: “Oh that sucks. I can use a Benny to re-roll that right?”
GM: “Sure.”
Pete: “Cool, here’s the chip. Let’s try this again.”
Mechanically: Rolls a d8 and a d6 and gets a 1 and a 6. The six explodes and he gets another 2 for a total of 8 on his to hit roll. -2 for automatic fire and he ends up with a 6 versus 4.
GM: “You stitch a line of bullets about head high angled up across the wall, splinters and wood go flying as gun smoke clouds the room and shells tinkle to the floor. From inside the room you hear two voices screaming, “ [bleeeeeep] !” and the clatter of light furniture. Can you roll damage for me?”
Mechanically: The GM rolls a Spirit test for the two thugs he knows are in the room. They both get a +4 for being in the equivalent of pitch darkness or heavy cover since the player can’t see them but the walls provide little physical cover and the spray of bullets and wood and debris is bound to be a little unnerving. The thugs roll a 3 and a 1 between them. The three is enough to not be shaken but the 1 unfortunately means one of the thugs is actually hit by a bullet.
Edit: Just to clarify, Rose doesn’t make the same Spirit check as Pete was carefully shooting an angle to avoid killing anyone, unfortunately for the thug, a slug ricocheted and ripped through his carotid artery. Also I didn’t want Rose to die as long as the player made their attack roll. It’s one of those Fudge things that GM’s do to keep a story moving with the intent rather than the reality.
Pete: “That would be the same as my pistol right since they use the same ammo? Do I get anything extra for the automatic fire?”
GM: “Right, 2d6+1-3 for the wall you’re shooting through absorbing some of the damage and no on the extra . Automatic weapons let you shoot more things per turn than semi-automatics or revolvers, that’s their schtick.”
Pete: “Cool.”
Mechanically: Rolls 2d6+1 and gets a 6 and a 2. The 6 explodes and gets a 4 so 6+2+4+1 -3 = 10 damage. Against the thug’s toughness of 6 so a success and a raise and the thug takes one wound.
GM: “You hear an exclamation from inside the room, ‘O [bleep] , Will you okay, Will!?’ and no one responds back. The first voice screams out, ‘Whoever the [bleep]you are, I got a dame in here! You’re gonna let me walk outta here or I put one right between her pretty brown eyes! Tell him sister!’ and you hear the sound of a loud slap and a female cry from inside. ‘What’s it gonna be, I walk or she dies!”
Mary Alice: “We gotta move quick, sub machine gun Charlie there probably has the thugs downstairs running this way right now.”
Jack: “Danger Inc. doesn’t negotiate with terrorists.”
Pete: “There a receptionist desk?”
GM: “Yes, dark wood, probably oak or cherry that makes a semi circle to the right of the door you’re standing in front of. There’s another door behind it that’s partially open although dark, only some light from the outside coming in through a window.”
Pete: “Great, I shoot over to it and duck behind it. You two let him walk, as soon as he goes past me I rise up and put one in his brain pan, he drops, we save the girl and escape down the fire escape.”
GM: “Ding! The elevator at the far end of the hall dings and you see the needle heading backwards from 5 down. Someone’s obviously called it down.”
Pete: “That tears it. On the plans or when we were outside were there ledges running around the building?
GM: “Yes, maybe a foot wide below each window.”
Pete: “Okay we have a plan. You take the hand cannon and set up in front of the elevator, doors open you pull both triggers and lay waste to everything in the elevator. Mary Alice you keep this mug talking. I go through that room and around the ledge and nail the creep from the window. We save the girl and save the world. Or at least this little part of it. Easy peezy.”
[Edit: As pointed out to me, this would be a possible place to award a Benny to Pete for coming up with a fairly good idea. Bennies are the life blood of Wild Cards apparently and the reason they manage to stay alive against insane odds.]
Mary Alice: “Ummm.”
Pete: “No it’ll work, I got an angle.”
Jack: “Okay big shot, I break open the shotgun just to double check and head down the hall, I’m going to set up in doorway close to the elevator and when the doors open if who ever’s in there has hardware in their hands I’m blowing them away.”
Pete: “I’m off. Mary Alice, here. I toss her the Thompson and pull out one 45 and swap in my last full clip for the one with three shots left. What’s that leave me, a 5 and a 7 in the guns and a 5 and a 3 in my pocket. I move over to the room and check the windows. If they open I give her the high sign and go out on the ledge and down to the other room.”
Mary Alice: “I call out, ‘Let the girl go now and you can walk away. No harm no foul.’”
Thug: The voice inside sounds surprised, “A [bleep]ing dame? What the [bleep]?”
GM: “Mary Alice you see Pete wave and then step out through the window.”
Mary Alice: “Watch the language boyo, there’s a lady present! I’ll make the offer one more time. Let the girl go, step out of the room without a gat in your hand and you can walk away from this. Make us come in there after you and you’ll be dancing in the wind before you know it.”
Thug: “No [bleep]ing way. You cops?!”
Mary Alice: “Boyo you done brought down the might of the U.S. government on you. You really don’t want us coming in there. I can guarantee you, you’ll leave this place feet first if we do.”
GM: “Jack the elevator has stopped on the bottom floor. It took about 60 seconds to reach the bottom.”
Jack: “I tell Mary Alice to hurry it up.”
GM: “Pete give me a Agility check at +2, there’s plenty of carvings and stonework to hold onto. You make it out on the ledge and need to work your way around to the other window.”
Pete: “Trying to be as careful as I can I edge down that way.”
Mechanically: Rolls a d8 and d6 for agility and gets a 7 and a 3. For a total of 7+2 or 9. Success and a raise.
GM: “You swiftly and smoothly move down the ledge and make it to the window. You see a body on the floor with a spreading pool of blood coming out of it. A thug is standing next to a desk chair that has a woman tied to it. He’s facing the door and has a gun aimed in her general direction.”
Pete: “I give it a moment, taking aim through the glass at him. I’ll give him two rounds watching the gun if it points away from the girl I’ll take the shot. If two rounds go by I’ll take it anyway.”
GM: “Cool, okay you’ve got your pistol aimed at his back and are holding your action. Mary Alice?”
Mary Alice: “I keep him talking, I want him focused on me.”
GM: “Excellent! Jack, after a few moments stopped the elevator starts to climb up toward you. It’ll be here in maybe a minute or a little longer, it’s not an express elevator by any stretch.”
Jack: “I’m ready, kneeling down in the doorway with the sawed off aimed at the elevator. I’ve got two more rounds set up on the floor next to me ready to grab and reload.”
GM: “Pete as Mary Alice talks with the thug and he replies back he points his gun toward the wall with his head cocked. Looks like he’s trying to figure out where she is so he can make a shot of his own.”
Pete: “I nail the [bleep]. Double tap him in the center of the back.”
Mechanically: Rolls a d8 and a d6 at a +1 for the double tap and +2 for the Aim and gets a 6 and a 5. 6+1+2 is a 9 so a success and raise. 2d6+1+1+1d6 for the damage. 2+5+3+1+1 or 12 damage versus 6 Toughness. A success and a Raise.
GM: “You put two into his back, he jerks and his pistol goes off sending a round through the wall as he falls. Mary Alice a bullet explodes through the wall and embeds itself in the floor in front of you followed by a loud thump.”
Mary Alice: “I swear. Loudly. Then call out, ‘Pete?!’”
Pete: “‘Got him M.A.! Get in here!’ I go through the window and get out my knife, rule number 9 you know and cut the girl loose.”
GM: “Mary Alice you open the door to spot a pretty but terrified girl in a chair and Pete cutting her free of her ropes.”
Mary Alice: “Come on, we’ve got to move, elevators on it’s way!”
Pete: “Right, come on toots, we’re getting you out of here.”
GM: “The girl rises or tries to rise and would have fallen if you hadn’t caught her. She’s been tied so long she’s not very mobile and has stiffened up.”
Pete: “No problem. I toss her over my shoulder and we move out.”
GM: “You get to the hall, the elevator is about halfway up and should be here in about 30 seconds.”
Pete: “Change in plans, we go back down the tunnel and escape through the laundry.”
Mary Alice: “Do I think the girl can make it?”
GM: “Climbing down five stories of slimy ladder? Doubtful without time to recover.”
Pete: “Okay back to the original plan. Wait a minute. I toss the girl off to Mary Alice and run down the hall to the elevator and pry the doors open.”
GM: “Okay, Jack you see Pete race past you as the elevator signals it’s approaching floor 4. Pete give me a straight strength check.”
Pete: “I jam my prybar into the gap in the doors and pry hard.”
Mechanically: d8 for strength and d6 for wild yields a 2 and a 1.
GM: “The door’s safety latch defies you and it doesn’t open.”
Mary Alice: “What was your plan there braniac?”
Pete: “Doors open should kick off the safety system and cause the elevator to stop. We should have wedged the doors open from the start. Hindsight and all that. Okay let’s go back to Plan A and just kill the bastards. I motion Mary Alice to move the girl back into the office and I find a spot. Hey are there any tables in the hall?”
GM: “There’s a little wooden table, the kind they put flowers or a vase on near the elevator doors.”
Pete: “I grab that and get in a door way. As soon as the door opens I’m going to throw it as hard as I can into the elevator, should buy us some reaction time.”
GM: “Okay that would be an opposed Agility combat trick but that only effects their Parry defense, won’t make any difference in your ability to shoot them.”
Pete: “Oh. Okay let’s just stick with Plan A.”
Jack: “I like it, simple, direct, no complications.”
GM: “The elevator dings and the door opens. Perception checks please?”
Pete: “Got a 7.”
Jack: “A 5.”
GM: “Okay as the door opens you both see it has one male in it. He has a 45 in his fist. He spots you and starts to duck. Everyone including the thug had a Held action so let’s draw initiative.”
Mechanically: Three cards are shuffled out and Jack gets a 10C, Pete gets a 4H and the Thug gets a 8H so the order is Jack, Thug, Pete.
Jack: “I give him both barrels. BLAM BLAM!”
GM: “Okay with a double barred shotgun you can actually give him both barrels as a single shooting roll and both hit or miss together or you can give him two shots with two rolls. That would incur a -2 penalty for two actions but the shotgun gives you a +2 bonus.
Jack: “Both barrels at once. I don’t take kindly to thugs that manhandle women.”
Mechanically: Shooting dice of d6 and d6 at a +2 due to the shotgun bonus and rolls a 5 and a 4 for a total of 7. Both barrels hit the thug. Close range damage is 3d6 per hit or 6d6 in this case. Jack gets a 3, 2, 1, 3, 2, 3 or 14 damage versus toughness of 6. A success and two raises. [Edit: This is wrong. The target takes two attacks of 3d6. In this instance the first 3+2+1 or 6 would Shake the thug and the second 3+2+3 or 8 would in fact cause a wound and kill him since he's an Extra. Same results but incorrectly figured in the original text]
GM: “The thug is literally cut in half as both loads of buckshot rip through his torso spraying the back of the elevator in gore. The body parts waver for a moment before hitting the floor of the elevator with a wet squicky noise.”
Pete: “Ewwww.”
Mary Alice: “There’s at least two more downstairs somewhere, the ones from the car maybe. Unless this guy was too stupid to signal them?”
Jack: “Do we take that chance?”
Pete: “Momma said never take a chance you didn’t have to.”
Mary Alice: “I ask the girl how she’s doing. Can she walk?”
Girl: “I think I can make it. Oh my god why is this happening.”
Pete: “Don’t you worry your pretty little head sugar pie. If we think she can make it, we go back down the ladder?”
GM: “With someone sticking close to her she can probably make it.”
Jack: “I call shotgun! Literally…”
GM: “Okay you exit the floor back through the maintenance tunnel, Jack you hang close to the girl going down right below her keeping her steady and secure. You make it back through the laundry and the street appears to be clear.”
Jack: “I stick close to the girl as we run across the street and down to the car. I sling the shotgun back under my coat and keep my 38 handy.”
Pete: “Crap, I forgot the Thompson.”
Mary Alice: “You mean this one?”
Pete: “Good girl!”
GM: “You make it to your car, Shank’s sitting in the drivers seat with the engine revving. Jack you pile in beside him and Pete, Mary Alice and Rose squeeze into the back seat with the girl in the middle. As he pulls out and heads down the street there’s a flash of headlights behind you as a car comes around the corner.”
Shank: “Maybe trouble boss. Let me try some things.”
GM: “Shank takes a few turns but the headlights stay behind you and then fire rips through the night as someone unloads a machine gun on you from the car behind.”
Pete: “Step on it!”
Shank: “You got it boss! He floors the gas and the car leaps ahead with a roar of the mighty straight six engine.”
GM: “You’re at medium range from the car behind this puts you at a range of 3. If you get more than 10 away from the pursuit you escape. We pull cards for initiative and Shank gets a 10H and the bad guys get a JD.”
Thugs: “They step on the gas themselves and close the distance to 2 (10 squares, 50′). A guy leaning out the window opens fire again and the bullets rip through the air around the car but don’t hit anything.”
Mechanically: Driver rolls a d8 for Driving and gets a 4 or a Success and closes the distance by one increment. The passenger opens fire with a shooting die of d6 taking one burst rather than going full auto, -2 for an unstable platform and rolls a 4 for a total of 2.
Shank: “Whips the car around a corner, trying to cost them some ground but the thugs keep right on their tail.”
Mechanically: Rolls a d10 for Driving and gets a 2 which fails and there’s no change.
Pete: “‘Mary Alice if I may?’ I take the tommy gun and shoot back full auto.”
Mechanically: The tommy gun has a rate of fire of 3 on fully auto so Pete rolls his shooting die three times and one wild die. He’s going to be at -2 for the unstable platform and -2 for full auto. Rolls a 7, 6, 5 and 2. At -4 he misses with all three bursts.
Pete: “Not good. I’m going to spend a Benny to re-roll my attack.”
GM: “You’ve already spent three bennies, you’re out.”
Mary Alice: “I yell at him to make his shots count, that last shot came too close! I give him a Benny to try again.”
Mechanically: Mary Alice has the Common Bond Edge which allows her to give her Bennies to another member of the group.
Pete: “Sweet, I remember to take careful aim, not wanting to see Mary Alice get shot.”
Mechanically: He rolls again, a d8 for each shot and a d6 wild with much better results. 5, 8, 8, 4. Two of the shots aced or exploded and he ends up with attack rolls of 5, 14, 13, 4. At -4 he has a 1, 10, 9 as his three attack rolls. 1 miss and 2 critical hits. He rolls damage rolls of 2d6+1+1d6 (base plus critical bonus) twice. First burst nets him a 6, 6, 5. The two sixes explode for a 5 and a 1 for a total of 6+6+5+5+1+1 or 24 damage. The second attack also starts with a 2d6+1+1d6 and yields a 1, 2, 4 +1 for 8 damage.
The bad guys’ vehicle has a toughness of 10. The Thompson negates 1 point of armour so it has a functional toughness of 9. The second shot at 8 damage has no effect. The first shot at 24 damage gets a success and 3 raises.
The driver of the other car has to make a driving skill roll at -3 due to the 3 wounds the car has taken and the car has to roll on the critical hits chart three times, once for each wound. The driver rolls a d8 and gets a 3 for a total of negative one and the car goes Out of Control. The out of control result is a 7 and the skids 1 square to the side but otherwise takes no ill effects. The critical hit results are 8,8 and 9. Two hits to the chassis with no special effects. The 9 indicates one of the passengers is hit. The damage is rerolled and yields a total of 18 damage, (2d6+1+1d6) 6+5+1+4+2. A d6 to randomly determine who is hit results in the guy leaning out the window.
GM: “You stitch a line of holes across the front of the car chasing you and sparks fly. A burst of bullets punch through the throat and head of the guy leaning out the window shooting at you and the gun drops to the ground. As the driver jinks the car to the right it tosses the body out through the door and goes flying into a plate glass window. The car is shooting steam or smoke from under the hood where your bullets punched through the body.”
Jack: “I stick the double barrel out the other side and blast him with both barrels.”
Mechanically: +2 to Shooting for the shotgun, -2 for unstable platform. The range is 2 with an increment of 5 so 10 squares away putting it in the Medium range for the shotgun for -2 to hit. Jack rolls a d6 and a d6 and gets a 2 and a 1 or 2+2-2-2 or 0. Missed.
Jack: “I spend a benny and try it again.”
Mechanically: Rolls d6 and d6 and gets a 1 and a 6, explosion to 8 on the attack roll with a total penalty of -2 for a 6 attack roll versus a 4. He gets a hit. He rolls damage of 2d6 + 2d6 (both barrels at medium range) and gets a 1, 1, 6, 5. The 6 explodes and totals 7. 1+1+7+5 = 14 damage. That’s a success and a raise on damage. This causes the car to take a wound putting it at 4. This wrecks the car and the driver has to make an out of control check at -4 and the car takes a critical hit as well. The driver rolls a d8-4 and gets an 8 which explodes to a total of 12. He gets a success and a raise and easily manages to drive the car to a safe stop. The critical hit roll is a 3 and indicates the engine is severely damaged not that it matters since the car’s been Wrecked at this point from taking four wounds. [Edit: This is wrong like the guy in the elevator. The damage would have been one attack of 2 against the cars defense and another one of 12 against the cars defense of 10. As a result the car chase would have continued on for at least another round or three.]
GM: “Two barrels of buckshot blow through the radiator of the car and destroy several portions of the engine and the car shudders and clanks as the engine eats itself. The driver is good though and pulls the car to stop without wrecking it. He steps out and stares at you as you recede off into the distance.”
Mary Alice: “Great they have our tag.”
Shank: “No boss, seems it fell off while we was out for a drive this evening. Sorry ’bout that, I’ll get them screws fixed real soon like.”
Mary Alice: “For shame! But I guess we can let it slip this time.”
Pete: “I check on the girl, ‘hey how you doing?’”
GM: “She’s shaken up as you can imagine but isn’t physically harmed. She seems ready to fall asleep she’s so tired and worn out.”
Jack: “Shank, pull over and get the plate back on, we don’t want to get stopped by the cops, I don’t want anyone noticing us tonight then let’s swing out to Woodville and deliver the package to her family.”
Pete: “When we stop to put on the plate, I get the ammo box out of the back and make sure everyone’s topped off including the Thompson.”
GM: “Okay, Shank finds an alley to pull into and puts the license plate back on the car and checks it for damage finding one bullet hole in the back of one of the quarter panels. He tells you there’s not much he can do about it now but back at the office garage he can hammer it back out and put a bit of paint over it and it won’t be obvious. Pete refills his clips and the thompson and hands a few shells to Jack for his shotgun. Mary Alice provides a shoulder for the girl who quickly is out like a light.
The drive out to exclusive suburb of Woodville is uneventful, traffic is light and no one seems to pay you any attention. Arriving at the house, even at this late hour, a valet exits the house as you pull up into the roundabout. Spotting the girl he hurries forward and helps you with her and ushers you into the house where she’s whisked away by the housekeeper and a maid even as Reginald Granger, your client is roused from bed.
You’re taken to the study, a lavish affair of dark woods and over stuffed leather arm chairs with bookcases filled with tomes that are probably more window dressing than anything where you meet with your client.
Mr. Granger is overjoyed to have his daughter back safe and sound and promises to have an agent at your doorstep first thing in the morning to settle your accounts.”
The case of the Missing Heiress can be considered closed successfully.
Of course the repercussions of taking down several of the O’Toole gang if the group is fingered in the rescue might make for an interesting time of it in the future.
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