Agia The Clanless |
Yes, you can use your action for this turn to inject yourself. It will erase any poison damage.
Alright, I'll amend my turn then.
Agia's charge was slowed by the second blow. Glancing around, she found herself separated from her allies. While she was confident in her ability to assist in the assault on the chief she was in no shape to go rushing in on her own.
"Time to stop trying to tough this out. Past time, in fact. Let's hope this works". Taking out the green injector from the lab she administered the medicine to her arm and immediately felt numbing relief.
Altha Kein |
I was actually thinking since this fight is potentially going to get nasty - I'm actually rather worried, lol - would it be make sense at all for a new character to arrive while the battle is happening? Maybe the Margrs stole/captured something important?
*scratches head thoughtfully* What about the Aneen? They tend to run when frightened but it might be helpful too...
As for Cyphers, I've got the Spray and the Goggles... I was thinking the Spray might be useful in fusing two of the Margrs together to make them easier to hit. Anybody else have anything offensive? What about that Crystal wand? I'm assuming the big guy is larger than a human but it might take care of at least one of the littler guys.
Fabian Benavente |
Turn 036 is up.
Read the OOC.
Questions, comments, and/or suggestions?
Game on!
Altha onslaught, exhausted, effort for damage, D 3 (9): 1d20 - 3 ⇒ (10) - 3 = 7, fail
MELEE
Agia speed defense, tired, effort, D 3 (9): 1d20 - 3 + 3 ⇒ (3) - 3 + 3 = 3, fail
Agia speed defense, tired, effort, D 3 (9): 1d20 - 3 + 3 ⇒ (12) - 3 + 3 = 12, pass
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (5) - 3 = 2, fail
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (10) - 3 = 7, fail
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (17) - 3 + 3 = 17, pass
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (5) - 3 + 3 = 5, fail
MISSILES
Agia speed defense, tired, effort, D 3 (9): 1d20 - 3 + 3 ⇒ (4) - 3 + 3 = 4, fail
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (3) - 3 = 0, fail
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (9) - 3 = 6, fail
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (10) - 3 = 7, fail
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (8) - 3 + 3 = 8, fail
Fabian Benavente |
So things have gone from bad to worse. I think I did the math correctly and this was a published adventure so there was no mistake regarding me using an 'unbalanced' encounter.
This is partly because of the dice but also partly because of some of the tactics used.
I don't think all of you will make it out alive unless you guys get really creative and have a big change of luck.
I'm not killing you guys off yet but things don't look good.
Fear not, the game will go on but some of you may have to create new PCs. I hope no one is too terribly upset about this turn of events.
Thoughts?
Please spoiler your replies until everyone has read the turn.
Agia The Clanless |
Agia is one of the more likely characters to go down, and I'm fine with that. Having mostly played FATE in the past, where character death is largely not a thing, character death is one of the system differences I figured I was signing up for. I actually started throwing around some ideas for new characters just yesterday when things started to go bad.
Finally, a question. Is the Margr Chiefs axe and/or armour made of metal? Because I if so I have a spray that can reduce it to the strength of brittle glass. I don't think Margr forge anything, so I guess it comes down to whether or not the chief is using equipment he stole or partially lashed together from other unfortunate adventurers.
Also, based on the 'cooperative actions' section, if three or more of us attack the same target, we all get a +1 bonus to the roll (numerical 1, not 1 step, unfortunately). Not much, but every little bit helps if we want to try and focus down the chief.
I'm going to see if my metal destroying cypher is at all effective against the chief, but beyond that, I'm not sure what else we can do but trust in better rolls.
Altha Kein |
Fabian Benavente |
The margr chief has metal armor and metal axe.
There were things that you could have done as players too: better tactics at the start of the fight, rested up before following the abhumans; and Kellog keeping his original cypher.
And I'm glad that switching PCs is not a deal breaker for people to continue playing.
Hold off on defining a PC, if you need it, until you have some background on the next campaign.
Altha Kein |
Altha Kein |
That leaves Dreithik behind, however...
Fabian Benavente |
Ok, spoilers are off. I think everyone's read the turn and figured out what a dire situation the party is in.
However, there's still hope that some will survive but it will be hard for everyone to make it out alive.
Let's play it out and let the dice gods decide.
@Altha: your cypher will bear you and one other person at a tme. Of course, you can always come back.
General knowledge tells you all that the abhumans will probably not give chase, especially if they think that you have been defeated and this is not some ruse. These are also very superstitious 'people'.
I was thinking some of the cool cyphers I had rolled but I think those went away with the PCs dropping out (or were left at the 'temple'). Look at each other's cyphers and see if you come up with any ideas. You can assume that you all know each other's cyphers since you have been walking in the desert for a few hours by now.
Also remember that talking and asking stuff is always a free action.
Questions?
Game on!
Agia The Clanless |
OOC: I'm not against running, but in the meantime I'll keep fighting. I don't think Agia will die next round, at least. Not without some seriously bad luck, anyways.
Turning back to the fight, surrounded by enemies, Agia had eyes only for the chief. As he charged forward, she spat blood at his feet and activated the jury-rigged sprayer on her left wrist. A foul smelling vapour sprayed forth in a wide arc.
I'm not entirely sure what to roll. Definitely not might, but I'm not sure if speed is the right roll either for spraying something at point blank range. Intellect seems like the default, for cyphers, and if it's that I'd like to use effort. So, making an intellect roll with effort to use Metal Death cypher on the chief. It sprays an area of 3 feet by 3 feet. I'm not sure if that's enough to hit both his weapon and his armour, and if I can only hit one I would preferentially hit the armour.
Kellog of Redstone |
While there are vast numbers Kellog feels confident, my choice in giving up the cypher was that while you can throw it a short distance it explodes for a long distance, unless of course I was misreading it, it seemed a bit self destructive of course hindsight is demonstrating that maybe 4 damage wouldn't be so bad
Kellog sighs in frustration at Agia running ahead maneuvers to defend her against the leader.
Kellog swings his sword Effort to Hit and Pierce (-3 Might) on the attack:
Big Swing on the boss: 1d20 - 3 + 3 ⇒ (15) - 3 + 3 = 15
Landing a hit on the leader Kellog cries to the leader Can't pick on someone your own size!!! use Goad on the leader -1 Might
Goad:
After you
successfully attack a creature, the difficulty of
Speed defense rolls made by all others against
attacks by that creature is decreased by one
step until the end of the next round. Enabler.
Fabian Benavente |
While there are vast numbers Kellog feels confident, my choice in giving up the cypher was that while you can throw it a short distance it explodes for a long distance, unless of course I was misreading it, it seemed a bit self destructive of course hindsight is demonstrating that maybe 4 damage wouldn't be so bad
Yeah, at the risk of being cliche, hindsight is always 20/20.
Just curious, why did you think you could not throw it a long distance? Or device some sort of way to throw it long distance?
Fabian Benavente |
for Balanders
cypher list: 1d20 ⇒ 9, list C
cypher: 1d100 ⇒ 16
Heatvision Lenses
Level: 1d6 ⇒ 2
Internal: Eye drops
Wearable: Eyeglasses, goggles, contact lenses
Effect: Allows the user to see infrared light for one hour. Warm creatures and objects register as bright reds, oranges, and yellows, while cool areas appear blue, purple, or black. The device allows the wearer to see in total darkness, though fine detail is impossible. A hot light source (such as the sun) effectively blinds the user while the source is in his field of view.
cypher list: 1d20 ⇒ 19, list E
cypher: 1d100 ⇒ 78
Truth Inducer
Level: 1d6 + 2 ⇒ (2) + 2 = 4
Wearable: Glove, synth finger overlay, temporary fingertip tattoo
Effect: One creature touched by the device answers questions truthfully for one minute.
oddity list: 1d100 ⇒ 40, table 1
oddity: 1d100 ⇒ 71
Synth panel about 8 inches (20 cm) square that shows meaningless, complex diagrams
oddity list: 1d100 ⇒ 98, table 3
oddity: 1d100 ⇒ 64
A charm bracelet that randomly adds new charms (and occasionally shins)
Please individualize your 'stuff' and add it to your PC sheet.
Questions?
Game on!
Kellog of Redstone |
perhaps I'm confused is a short range not the same as a short radius, if I throw something in a short range I am likely to be within the short radius most Detonations explode in an immediate radius but this one does a bit more, Then the energy explodes in a long radius and does 4 points of damage ignoring armor catching not only me but those I'm defending, to me it is a last resort because 8 damage coming my way is pretty significant. I guess it's sort of supposed to be last resort item but given the nature of Kellog he is likely around charges he doesn't want to see hurt
Here's the cypher
Detonation (Crystal) L4
Usable: Crystal shard the size of a fist (thrown, short range)
Effect: Explodes with wild energy and crystal shrapnel. The shrapnel strikes in a short radius, inflicting damage equal to the cypher level. The energy extends to a long radius and inflicts 4 points of damage that ignores Armor.
Balanders |
for Balanders
[dice=cypher list] 1d20 , list C
[dice=cypher] 1d100
Heatvision Lenses
[dice=Level] 1d6
Internal: Eye drops
Wearable: Eyeglasses, goggles, contact lenses
Effect: Allows the user to see infrared light for one hour. Warm creatures and objects register as bright reds, oranges, and yellows, while cool areas appear blue, purple, or black. The device allows the wearer to see in total darkness, though fine detail is impossible. A hot light source (such as the sun) effectively blinds the user while the source is in his field of view.[dice=cypher list] 1d20 , list E
[dice=cypher] 1d100
Truth Inducer
[dice=Level] 1d6 + 2
Wearable: Glove, synth finger overlay, temporary fingertip tattoo
Effect: One creature touched by the device answers questions truthfully for one minute.[dice=oddity list] 1d100 , table 1
[dice=oddity] 1d100
Synth panel about 8 inches (20 cm) square that shows meaningless, complex diagrams[dice=oddity list] 1d100 , table 3
[dice=oddity] 1d100
A charm bracelet that randomly adds new charms (and occasionally shins)Please individualize your 'stuff' and add it to your PC sheet.
Questions?
Game on!
Nice! I'm digging the idea of the infrared goggles ala Vin Diesel in Pitch Black. I'm brainstorming how to customize the oddities, I think I have some good ideas for both!
Altha Kein |
Two arrows struck home and Altha cried out in pain as she hovered about, blood trailing down her trousers. Below, the Chief was closing with Agia and she was being swarmed... behind Dreithik looked in bad shape. Really, the only person that looked to be alright was the newcomer... She shook her head. Maybe she shouldn't have come with them?
Unsure of what to do, Altha called to those below, "The archers are advancing! I think we should bail, guys!" Her exhaustion was making it difficult to hit anything and if she landed now, she'd have no strength in her hits. A headache was beginning to grow behind her eyes... it did not bode well.
Desperately, Altha looked around for something to use against the Margrs, searching for a Machine she could call out to for help. If she didn't see anything, and knowing her own state of being, Altha decided she'd try to get people out. "Anybody see any machines on them!?"
Perception (Spot Mechanical Device): 1d20 - 3 ⇒ (12) - 3 = 9
Altha has a Distant Activation ability that could activate a machine at Short distance provided she can see it. I'm guessing that'd require a Perception check, however, assuming the Margrs have something on them?
You also have that shielding bubble you could use to potentially get out yourself and Dreithik since it takes 50 damage to bring down. It only moves a short distance, however, so you could buy time with it and move?
Fabian Benavente |
Well, the 'grenade' was left behind in the 'temple' so that's no longer an option.
There are no machines visible other than what your companions have. There may be something in the tents but you can't see that.
The 'shielding bubble' may be an option.
Since Dreithink (debilitated) cannot even move (feel free to speak though if you want to post or use some sort of mental action), then that's all the physical actions for this round.
I intend to recap later today.
Questions?
Game on!
Fabian Benavente |
Turn 037 is up.
Read the OOC.
Well, one more round and everyone is still alive. If this was a boxing match, I'd say this round went your way...
Questions, comments, and/or suggestions?
Game on!
Dreithik onslaught mental, tired, D 2 (6): 1d20 - 3 ⇒ (8) - 3 = 5, fail
Agia sprays chief, tired, D 4 (12): 1d20 - 3 ⇒ (16) - 3 = 13, pass
MELEE
Agia speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (7) - 3 = 4, fail
Agia speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (15) - 3 = 12, pass
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (12) - 3 = 9, pass
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (5) - 3 = 2, fail
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (18) - 3 + 3 = 18, pass
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (5) - 3 + 3 = 5, fail
MISSILES
Agia speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (15) - 3 = 12, pass
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (2) - 3 = -1, fail
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (11) - 3 = 8, fail
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (20) - 3 = 17, pass
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (11) - 3 + 3 = 11, pass
Dreithik Sangius |
I thought this would be a pretty cool way to go out, if that's alright with everyone. Might even let people bolt. Let me know your thoughts.
Dreithik was going to die. He knew it, everybody else probably did too. Even the Margr knew it. He lay in the sand bleeding, unable to even shift to defend himself, barely able to speak without wincing; all he could do was think to himself. I...don't have much time left. Need to... think of something. I don't want..to die.
He pulled out his mother's pendant and clutched it in his hand, his matter converter pill in the other, and he propped himself up on a knee. These people don't know death... like I do. They do not fear it as...I do. If I can spare them...I will. Gasping for breath, he put the pill in his cheek, drew the most air he possibly could and yelled at the swarm of Marge."YOU FILTHY HALFMEN! TOO SCARED TO FINISH ME OFF? NOT STRONG ENOUGH....to" The sandy dunes were spinning about up, darkness sweeping over his eyes. "..to DEAL THE FINAL BLOW?" He looked directly at the Margr Chief."I bet you can't even cut me again"
Hoping that the beastmen heed his challenge, but on the verge of collapsing, Dreithik wasn't able to tell if his plan had worked, but he swallowed the pill. Steel
Fabian Benavente |
I thought this would be a pretty cool way to go out, if that's alright with everyone. Might even let people bolt. Let me know your thoughts.
So that matter converter pill has been 'bothering' for a while now.
So, is your intent to transform yourself to steel?
I would wait... Dreithik can take a couple of more rounds and you never know how the tide of battle might turn.
BTW, you will all still have a choice whether to continue with your current PC or make a new one in the upcoming adventure (which will be significantly longer than this 'one shot').
I'll provide more background later.
Game on!
Agia The Clanless |
Dreithik's death scene is badass, though I agree with Fabian that waiting another round or two might be prudent. Still, it kind of sucks that you can't do much while debilitated than sit there bleeding out. :/
As for retreating, it seems sensible, but I have my doubts about Agia's willingness to stop fighting or her ability to actually get away from the heart of the battle. So she'll keep fighting this round, but if everyone else decides to bail someone could narrate grabbing her and hauling her away and the following turn just wouldn't happen.
Agia shielded her eyes against the glittering metal shards rebounding off her armour as Kellog's blade bit deep into the chief. Often the old songs had told of brains triumphing over brutality, and today it was as true as it had been in aeons past.
She staggered a little, feeling woozy. She heard someone screaming and had a vague notion that might be herself. Torn between running away and finishing the fight, she hesitated.
But not for long. She had been running for a long time. From responsibilities, from her family, from her homeland. Here was her opportunity to stop running, one way or another. A costly victory or a glorious death, against her ancient foe. Yes, this is what her journey had been leading up to.
With blood and ice flashing in the dying sunlight, Agia crouched low and skidded beneath Kellog's shield, reaching with her knife to shred the chief's hoofed leg.
Speed attack with strongglass dagger against chief. Base damage is 2. Light weapon (+1 level). Tired (-1 level).
Speed: 1d20 - 3 + 3 ⇒ (14) - 3 + 3 = 14
As an aside, has Altha been getting an asset for being airborne? If flying is similar to having the "High Ground" as described on page 95 of the corebook, she ought be getting a one step advantage both on attack and defense, which could at least compensate for her being tired. I'm not sure if flying is fundamentally different than having the high ground, though. Sorry to always be rules lawyering, but I'm so used to rules light systems that I get excited about having things to look up.
Fabian Benavente |
As an aside, has Altha been getting an asset for being airborne? If flying is similar to having the "High Ground" as described on page 95 of the corebook, she ought be getting a one step advantage both on attack and defense, which could at least compensate for her being tired. I'm not sure if flying is fundamentally different than having the high ground, though. Sorry to always be rules lawyering, but I'm so used to rules light systems that I get excited about having things to look up.
I repeat. I have no problem explaining any of my assumptions and/or rolls. I may even 'change' one or two. :)
Seriously, Altha has NOT been getting any benefit for being airborne because she's being targeted with missiles. I don't think it makes much difference shooting someone 50' away on the ground or someone 50' away and 15' off the ground (Pythagoras theorem doesn't apply). :(
I wouldn't call this fight over just yet. You have a flying PC, another who is VERY hard to damage by these mooks, and a cypher that creates a temporary force bubble.
At least it gives you a fighting chance.
And nobody likes goat people. :)
Questions?
Game on!
Altha Kein |
Altha screamed in frustration as nothing was visible to activate randomly. She spotted Kellog finally wading in to where Agia was and decided to help them focus on the leader rather than kick impotently in the air.
Moving towards the Chief's blind side, Altha made one last attempt to make some headway as she attacked the Margr chief's back. His armor was shattered, so hopefully something would get through.
Moving to V46 (or W47 if V46 is too far away). Attacking with Onslaught, Mental 1 level of effort applied as damage. 2 Int.2 Damage, 5 with effort.
Edit: Make that Physical Onslaught with no effort since I'm impaired. =3
If I recall, Altha will get a +1 to her attack roll because there are 3 people attacking the chief now, right? I was also wondering if she could get the bonus from High Ground on attack, even if it doesn't apply on defense? If it doesn't, please make the effort apply as regular effort. Also, does she get any bonus from attack someone's back side or flanking? Or some sort of Covering Fire bonus?
As a side note, if Altha misses this round and then survives the return volley... she's probably going to bail completely. She doesn't have much reason to give her life for the group yet.
Edit: In regards to Dreithik's death scene. It's pretty awesome but I think seeing what 1 more round will do might be a good idea. I have a feeling it's either going to go decently or very poorly lol
Balanders |
@Altha: I'll give you a bonus for flanking but you can't apply effort if you are impaired. You may want to think about onslaught physical since the guy has no armor now.
No bonus for high ground unless it's a melee attack.
ah you beat me about using onslaught as physical!
Balanders |
Dreithik Sangius wrote:Well considering that I can't do anything else, I'll just stay there bleeding for a bit then.I botted you last round and had you use onslaught. Why would you not be able to do that?
P.94 "debilitated character make not take actions other than to crawl - if speed is 0 then can't even do that." I was thinking the same thing though. It would be nice to still be able to use Int actions - maybe they could cost you double or be more difficult.
Fabian Benavente |
Turn 038 is up.
Read the OOC.
Well, one more round and everyone is still alive. If this was a boxing match, I'd say this round went your way...
Questions, comments, and/or suggestions?
Game on!
Dreithik onslaught mental, tired, D 2 (6): 1d20 - 3 ⇒ (4) - 3 = 1, fail
Altha onslaught on boss, tired, flank, 3+ attackers, D 4 (12): 1d20 - 3 + 3 + 1 ⇒ (12) - 3 + 3 + 1 = 13, pass
Kellog Big Swing on the boss, effort, D 5 (15): 1d20 - 3 + 3 ⇒ (10) - 3 + 3 = 10, fail
MELEE
Agia speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (20) - 3 = 17, pass
Agia speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (3) - 3 = 0, fail
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (17) - 3 = 14, pass
Dreithik speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (11) - 3 = 8, fail
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (11) - 3 + 3 = 11, pass
Kellog speed defense, tired, trained, D 3 (9): 1d20 - 3 + 3 ⇒ (13) - 3 + 3 = 13, pass
Kellog speed defense vs chief, tired, trained, D 5 (15): 1d20 - 3 + 3 ⇒ (4) - 3 + 3 = 4, fail
MISSILE
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (7) - 3 = 4, fail
Altha speed defense, tired, D 3 (9): 1d20 - 3 ⇒ (12) - 3 = 9, pass
Fabian Benavente |
Fabian Benavente wrote:P.94 "debilitated character make not take actions other than to crawl - if speed is 0 then can't even do that." I was thinking the same thing though. It would be nice to still be able to use Int actions - maybe they could cost you double or be more difficult.Dreithik Sangius wrote:Well considering that I can't do anything else, I'll just stay there bleeding for a bit then.I botted you last round and had you use onslaught. Why would you not be able to do that?
Yeah a debilitated character with his last remaining pool being INT, can perform INT based skills. No penalty is necessary; the PC is already screwed up enough at that time. :)
Thoughts?
Game on!
Altha Kein |
man, decisions, decisions. XD Altha's almost down for the count... She could potentially use the spray on the nearby margrs. Might be distracting if not down right painful... If she takes more damage, though, she's down for the count.
Also considering having her just kick the chief's head to get the high ground and flanking bonus... *ponders*
I quite like Altha... Decisions, decisions.
Altha Kein |
She was a sitting target and she was stuck with several arrows, making it difficult to hover around as the blood loss began to cloud her vision. The Chief looked like he was heavily injured as well, but would the Goatmen leave if they took the leader? She hoped so...
If she lived through this, she was going to sleep for a week! Her pleas to leave hadn't done much to actually move anyone, and she had kind of prompted the others to wade in and pinpoint the chief.... their predicament was her own but she also had a sense that, should she take much more of a beating, she'd begin to loose conciousness.
Altha glanced at the now-abandonned tents. Could there be something in them? But if she made a break for it, she'd be even more of a target now. Biting her lip, Altha shook her head and sent a prayer up to the sky in the hopes some benevolent mechanical god might give them some help.
She could only hope the Goatmen would disperse after their leader perished. Thus, running more on adrenaline then wisdom, Altha reached out with another beam of light to sizzle across the chief's back before rising further up in the air, hopefully baiting the remaining archers into shooting their own kinsman.
Onslaught attack, physical. 4 Damage if it hits. And if possible, for Altha to rise in the air out of range in the same motion. Flanking bonus would still apply for the attack, I'm guessing?
Agia The Clanless |
Barely standing, Agia waded in for another strike against the chieftain, if she was going down, then by wind and sky she was going to take him down with her.
With a mighty she leaped onto the brute, her free hand grabbing a fistful of fur as her knife plunged again and again.
Speed attack on Margr Chieftain. Base damage is 2. Tired (-1 level). Light weapon (+1 level).
1d20 + 3 - 3 ⇒ (20) + 3 - 3 = 20
[ooc]No bonus for the twenty due to being impaired, which is sad. Still, finally some nice rolls
Her strikes were weak and unsteady, but against the unarmored hide of chieftain they still bit deep. Again and again she stabbed deep into abhuman's shoulder until he violently shook her off.
I'm not sure the order of actions (or if it's even relevant), So I've prepared an alternate action if Altha has already slain the chief
It wasn't clear if the Margr understood her rough version of the truth or if they could even hear her over the din of battle but there was no denying that the young nano, standing atop their former brutal taskmaster despite their onslaught, made an impression.
Intellect roll to intimidate as many of the surrounding Margr as possible. -1 level due to Tiredness, using dead cheiftain as asset. I'd obviously like to use the same roll from my previous action, but I'd be fine if you want to do a new one.
Kellog of Redstone |
Kellog of Redstone wrote:Or toss his directionThe more 'descriptive' your actions the better chance it has of actually occurring.
Remember that my enjoyment comes from reading about your PCs' creative actions.
Yes I apologize since I started my wife's illness took a turn and I'm doing full-time work and home care and supporting my son. Simply stated life got challenging, I'm missing things on various fronts hobby included
Here's the original
Sadly goad only works on a hit. Given the previous conversation I need to remove a Bracelet and get it to Dreithik, tactically that's leaving Agia open to more attacks.
Standing against the raging Abhumans Kellog calls to Dreithik "Over here!"
Removing his bracelet he continues to taunt the leader in the only matter he knows roaring loudly at the leader.
taunting the leader: 1d20 - 3 ⇒ (2) - 3 = -1
It just rolled that die I like the first but your call.
Dreithik Sangius |
Not be pessimistic, but I don't think I've landed a hit yet. Feel like Dreithik would have given up on trying to attack them, haha. But Nothing really happened anyways so there we go. But seeing as the Chief is surprisingly more dead than I, might as well join the fun. I'll post a better turn than last after work today :)
Fabian Benavente |
Ok, I confirmed that I do have internet access so I intend to recap later tonight.
BTW: Balanders is hosting another Numenera game here so check it out and maybe we'll cross paths in another part of te Ninth World with me as a player (hopefully).
Game on!
Dreithik Sangius |
Maddened, Frantic and fading; Dreithik struggled to breath. Emotions were flowing through him that he hasn't felt before, or at least for a long time. Compassion: for the people fighting for their lives, and his, but mostly Fear. He was scared. hah, you have gone soft. but maybe the isn't such a bad thing...
Darkness taking him, he looked off the that Chief of the Margr. The large hairy Goat-thing roaring and attacking these people Dreithik now considered to be Friends, if only for a brief meeting.He doesn't look so tough bleeding as much as I am now.. and With a last-ditch effort, he shot an Onslaught at the Chief.
2 Mental damage on hit.
Onslaught: 1d20 ⇒ 9