Delroy Callidus |
Mind 1d8 ⇒ 8
Assuming two Successes on Initiative; Delroy has started with Focus.
His 'Ready' Manuever is for the Rod, and Stride is toward ol' one-eye. That happens before the battle 'begins' so Delroy can use his actions to do the following:
• Ready Silence
• Guard (d8 cover for friends within 4 paces, d4 within 12 paces)
• Third action I'd like to save as an interrupt if I could, to Silence One-Eye, or cast it on him if Delroy is faster. I can describe the action better once I know what actions are valid… Though part of the fun is not quite knowing! I'll roll the Silence dice now, If they're a Counter then the listed resist changes to the attack being countered. (Normally Body, Speed, Will, Supernatural vs 3)
Mind 1d8 ⇒ 5
Will 1d8 ⇒ 5
Supernatural 1d10 ⇒ 2
Supernatural 1d6 ⇒ 6
3 successes vs 3
UltraFennec |
HOLY HELL this slipped my gourd today. Let's fix that: First off, the heroes act first since at least one of you got two successes on Initiative. Secondly: since all the people were at near or short range, anyone that got at least one success can take a "Ready" action before battle officially begins, and either a Reload or Stride. As we see in Delroy's spoiler, if you've gotten two successes you also have Focus, which means you can either Interrupt another's turn to take an action, or take three actions on your own turn, losing Focus either way.
This uh...also means that I need you guys to post your actions so I can resolve them. I'll resolve Delroy's since he's done posted all of it already.
DELROY! While technically I suppose you're correct, my reading of the rules says you're OK to just announce you're readying a spell (it even mentions exhausting the Gift and whatnot). Rods are basically a big ol' staff, so I kinda assumed you already had it out anyway. I'm a pretty lenient, easy-going GM like that.
While the crowd began to shout and run about and duck for cover behind the numerous market stalls, brightly colored flags strewn about, and of course the unsightly brown barrels everywhere, Delroy Callidus did his teachers proud and with nary a wasted motion drew forth the Rod that marked his office, bathing his nearby allies in a visible shield of magical energy as he focused his will and...
1d8 ⇒ 81d6 ⇒ 21d6 ⇒ 3
Handily cuts off whatever possible magics "One-Eye" may have been working. And also all the sound in his immediate vicinity. Were you not about to be absorbed in fighting for your lives, the sight of a one-eye black wolf ranting and screaming into empty air without making a sound could be humorous!
Delroy's Silence is a Resistance defense ability, which means that since he got more successes than his opponent, he succeeded. The actual numbers on the dice don't matter on a resistance test, only the numbers of successes. This also means that One-Eye is Reeling, because he failed to resist. Note that regular attacks are contests, so higher numbers matter then.
UltraFennec |
@Quinn: That's fine, just post your actions when you've re-familiarized yourself with things.
The unlucky bowgunner, an albino rat and the only one of them not at least partially behind a stall facade, screeched in instinctual terror and tried in a panic to dive behind the nearest stall at the last second...
DODGE! (d6 Speed, d6 Dodge) 1d6 ⇒ 61d6 ⇒ 3
...and in his haste, crashes bodily against the ramshackle wood structure. The opening is all Ceallach needs to maul his target!
SOAK! (d6 Body, d6 Leather Armor) 1d6 ⇒ 21d6 ⇒ 4
Ceallach's mighty claws savage the rat, boiled armor leathers tearing open like thin cloth against a razor blade! Four vicious, bloody tracks burst open from beneath and the rat squeals out a gurgling wail as he slumps and begins to fall, and the victorious Atavist turns to search for his next victim.
Soaking one point of Ceallach's five (5) damage (THANKS Critical tag!), the rat is Hurt, Afraid, Injured, and Dying which means he's out of the fight unless he gets First Aid, so I won't track his Reeling. I now roll a die every bad-guy-turn to see if he dies, however.
Natalia Ivanova |
Natalia gathers the winds around her into the wand she's been gripping, giving it a yellow glow.
She then sends the burst of air (Create Air) into the nearest foe, shouting, "Not! A! Bairn!"
So one action to ready the spell, and one action to attack with it, correct?
Speed: 1d8 ⇒ 4
Weather Sense: 1d8 ⇒ 7
UltraFennec |
Correct.
DODGE!1d6 ⇒ 11d6 ⇒ 5
SOAK!1d6 ⇒ 41d6 ⇒ 3
The unlucky bow-squirrel squeaks as the miniature wind tunnel pummels him back into the money-counting table he'd just jumped over, coins and other valuables flying everywhere as the table and its accoutrements splinter into hundreds of pieces under the force of Natalia's anger.
Generating 3 points of damage total, he soaks one point and is Hurt and Afraid, meaning on his next turn he'll be running for cover where he can pancik in rodent-y terror until he calms down. He may drop his weapons along the way, who knows? ;)
UltraFennec |
Of course, following this tunnel (against Guillaume's increasingly agitated pleas for sense and somewhat less daring-do, all of which fell upon deaf ears of the rest) has lead the ermine cavalcade into some sort of main anteroom for said thieves' market. A room that is actually rather well-appointed, paintings on the rough walls, some tapestries and draperies to add color, a few chairs and tables. All in all, a nice room considering the circumstances.
Which is full of people stampeding from some sort of dangerous commotion deeper inside. Also full of a guard/enforcer squadron that has not let the ermines go unnoticed in the chaos. And they have swords.
"'Ey! Alright you stoats, I dunno why everyone's pickin' today to run up in our business, but it's not a mistake you'll be repeatin'!"
Initiative! Speed+Mind+Gifts. Whoever scores the most successes, their side goes first!
1d6 ⇒ 41d6 ⇒ 1
1d6 ⇒ 21d6 ⇒ 3
1d6 ⇒ 21d6 ⇒ 2
1d6 ⇒ 41d6 ⇒ 2
Rosza Juette de Vieuxpont |
Better than a half day of getting separated from the others, clambering around what were, despite all euphemisms, assuredly NOT all storm drains, and the precocious competitiveness of her coterie has left Rosza Juette in a mood that can only be termed explosive. The sudden change of atmosphere from barely-navigable hole to well-lit, tapestry-hung apartments leaves her blinking and just as agape as the rest of the bedraggled weasels. She briefly elbows Claudio aside as he stumbles into her, trying to make some sense of the ongoing chaos.
The guard gets her full attention, however, and she focuses on him, ears flattening irritably beneath her drooping broad-brimmed hat.
"Did you hear that?" She asides to Claudio and Ricard. "He called you stoats. Normally I'd permit you to avenge your own honor, but you'll excuse me if right now I want to kill something." Her rapier hisses out of its sheath, and her dagger fills her other hand, unfolding into a trio of blades with a sharp click.
"Your business, vermin? I'm here on my own business, and if you'd the sense S'Allumar granted an ant you'd have made sure your business hadn't aught to do with it!" Other blades are readied as the various mustelines fan out into a wedge, with Rosza at the point.
"But then, you hardly can be expected to know who you're dealing with, can you? I am Rosza Juette de Vieuxpont, and I will not have my ears fouled further by your voice."
Initiative!
1d8 ⇒ 61d8 ⇒ 7 (Rosza)
1d6 ⇒ 21d6 ⇒ 2
1d6 ⇒ 11d6 ⇒ 4
1d6 ⇒ 11d6 ⇒ 6
1d6 ⇒ 21d6 ⇒ 4
1d6 ⇒ 61d6 ⇒ 4
UltraFennec |
All combatants on a side act in sequence, so since your guys won, you've got 6 sets of actions to take care of! Remember that your GoI guys have d6s in all traits, and only their career and species Gifts, and as far as as I can tell no set Skill Marks so they won't be a huge help aside from sheer numbers.
Also remember that they flee battle once Afraid or Injured (basically 2 or more points of damage sustained), so tactically that might be taken into account even if there's only four foes for now.
UltraFennec |
For reference: The nearest guy (a scrawny brown wolf) is about 10 paces from Rosza, with another wolf opposite him on a card table, and two others (a lynx and a skunk) are "guarding" the doors across the small room with smallish crossbows. The doors are vomiting forth people who are running helter skelter into the various tunnels that connect to this room. So two immediate melee threats, two ranged threats. Crossbows are loaded and ready to fire, wolves have swords drawn.
UltraFennec |
@Quinn: Don't forget you roll your Body die with Melee! Very important. Also any dice you have from things like Strength to augment melee attacks.
@Everyone: Those "Ready" actions and whatnot for getting successes on Initiative happen before regular combat starts, so your turn isn't eaten up by doing so.
Which means, @Javiera: You're a bit of an odd case, though Rosza's got a similar thing. You have to take a ready action for each weapon you wield, which means your "free" Ready would ready probably your main weapon, and you'd need to do another on your actual turn to get the other weapon. You've got Focus though (two successes on Initiative YEY!), so you actually have three actions for your first turn.
Which means you have two left to take. I think I've made the current standings of battle clear enough in my previous posts but if you want more clarification, just ask.
Rosza Juette de Vieuxpont |
Weeeeeeeeeeeeeeeeasel attack!
(Yikes! Crossbows! I considered adjusting the earlier post to have RJ draw a pistol...And then I went 'Oh hell no, this is Rosza Juette!' So she's going to ignore the scum with crossbows. Fortunately, at least a few of her followers will have more sense. Also, you said 'pistol or rapier'. Generally, a dilettante will have both? Seeing as a pistol takes (I believe) 10 rounds to reload...Anyway, Rosza's first action is to ready her Main Gauche (as described in her earlier pose). Argh. 10 paces range is kind of a pain in the butt...Near-max sprint+(free after sprint)stride would take her in range to make an attack, otherwise...He'll have the ability to attack her first. If she gets in melee range, she will attack...Otherwise, she will Guard.)
Rosza brings her trident dagger up next to her eye, its tip aligned neatly with the near wolf's gaze. She surges forward low and dangerous with her rapier preceding her at the ready. "Come on, you cur, you coward, you mutt whose mother never knew your father's name, try and teach me my business!" Guillaume bites off a muffled curse, following the ermine before stepping to the side. He points his pistol past her at one of the crossbowmen and sights along his arm for a breath before discharging it. Shrill battle cries and the hiss-crash of Guillaume's flintlock echo off the small chambers walls as the pack of weasels attacks, some aiming at the crossbowmen, others stepping forward with rapiers in hand.
[spoiler]Sprint: 1d8d6d6 + 1d6d1d8 ⇒ (5, 1, 5, 2, 2, 3, 6, 2, 2, 1, 3, 6, 4, 6, 6, 3, 4, 6, 3, 4) + (6) = 80 1d8 ⇒ 6
I'm going to nominate Guillaume as the other weasel with two successes and presume he had the sense to ready his pistol in the previous turn. He will sprint (free +1 stride), aim, then fire.
Sprint: 1d6d6d6 + 1d6d6d1d10 ⇒ (2, 5, 2, 6, 5, 6, 6, 5, 2, 3, 3, 1, 1, 1, 1, 5, 1, 3, 5, 1, 1, 3, 5) + (2, 3, 7, 4, 10, 1) = 100
Assuming it isn't a one: 1d8 ⇒ 5 (for aiming) 1d6 ⇒ 5 1d6 ⇒ 6
Claudio (Drew pistol on initiative).
Sprint: [dice]1d6[dice] (and a +1 stride).
Aiming (at the crossbowcritter Guillaume didn't shoot at).
Andre (Drew pistol on initiative).
Sprint: [dice]1d6[dice] (and a +1 stride).
Aiming (as Claudio).
Stepan (Drew rapier on initiative).
Draw Main Gauche.
Sprinting towards the other wolf. [dice]1d6[dice] (and a +1 stride).
Beaurigard (Drew rapier on initiative).
Draw Main Gauche.
Sprinting towards the other wolf. [dice]1d6[dice] (and a +1 stride).
You didn't give ranges for the other wolf or the crossbows, so you'll have to figure out what the offset die for range will be. ;)
Rosza Juette de Vieuxpont |
*Sigh* This is what happens when you post in the early morning. I cut/pasted "{dice}" a bunch without the / in front of the second one.
Keep Guillaume's attack dice, if you don't mind, as I believe they rolled correctly. As for the rest:
Sprint: 1d6 ⇒ 3 (and a +1 stride).
Aim.
...And fire: SPARK DIE 1d10 ⇒ 9
If he got a one, second spark die: 1d8 ⇒ 8
Claudio (Drew pistol on initiative).
Sprint: 1d6 ⇒ 4 (and a +1 stride).
Aim.
Andre (Drew pistol on initiative).
Sprint: 1d6 ⇒ 4 (and a +1 stride).
Aim.
Stepan (Drew rapier on initiative).
Draw Main Gauche.
Sprinting towards the other wolf. 1d6 ⇒ 1 (and a +1 stride).
Beaurigard (Drew rapier on initiative).
Draw Main Gauche.
Sprinting towards the other wolf. 1d6 ⇒ 3 (and a +1 stride).
Rosza Juette de Vieuxpont |
1d12 ⇒ 7
UltraFennec |
Quinn's leaping sword strike catches a spotted Dog, too busy watching his comrades get seriously wounded in the span of seconds, off-guard. Attempting to scrabble backwards, avoiding (somehow) all the obstructions behind him, he kicks up a cloud of brown dust and...
DODGE! 1d6 ⇒ 21d6 ⇒ 2
...is completely unable to avoid the looming specter of injury and/or death!
SOAK!1d6 ⇒ 51d6 ⇒ 5
But he's hardier than he looks! In his cowardice the Dog's retreat managed to avoid him a one-way trip to the Dark Forest's gate, though he's certainly rethinking his life, and whether he'll have any more left to live!
He's now Hurt, Afraid, Injured, and Reeling, so he'll be attempting to flee on his action after fixing Reeling, meaning he's out of the fight for now. Three crossbowmen left.
UltraFennec |
The wolf, now that Rosza was close to him, was rather ugly and had clearly suffered a nose injury involving broken bones once upon a time. Still, he had enough skill with that sword to attempt a counter-attack once she closed distance. His longsword arcs low, going for the classic gut-opening slice...
He's going for the COUNTER!1d6 ⇒ 51d6 ⇒ 4
And he finds the gap in her defenses! The wrathful ermine has taken a hit!
You're looking at three damage here thanks to your decent attack roll and his nearly equal counter, and a longsword. Your Soak, madam.
Meanwhile amidst her gang's cries of dismay, shock, and outrage, Guillaume's pistol goes off with a nigh-deafening crack, amplified in the small chamber to very painful levels. The crossbowman, still somewhat slackjawed at the sudden appeareance of violent intruders...
Dodge, with range penalty as bonus die per COMBAT rules.1d6 ⇒ 11d12 ⇒ 6
Almost leaps out of harm's way! Almost. But instead he receives a bullet for his failure to pay attention. How badly was he wounded though?
SOAK TO NOT DIE!1d6 ⇒ 21d6 ⇒ 1
And with a sickening crunching, crushing sound the projectile barrels straight through his boiled leathers, leaving an exit wound the size of a man's head and a stain on the wall behind him the size of a minor noble's estate. Still in shock and partially alive, the shrew gapes at his counterpart in confusion as a fountain of blood begins leaking from his mouth, small pieces of what once might have been organs "splat" onto the floor, and the poor once-alive thing convulses, and drops dead.
Needless to say, the other Crossbowman is quite panicked.
A: normally when a Dodge defense is tied, the defender evades and can retreat...only there's people running everywhere, he can't Retreat, and Guillaume still had two dice left as successes, so I said HELL WHY NOT and the result is as you see above. Our Guillaume is officially a sharpshooter it seems. ;)
B: The wolves are way too far away to actually get panicked by the Overkill, unfortunately. :(
Rosza Juette de Vieuxpont |
So...That looks like two successes on soak, meaning Rosza is Reeling and Hurt, if I'm counting things correctly, which means until she recovers (next action she takes) others have a +1d8 to hit her, and for the rest of the fight she takes +1 damage from all wounds?
Delroy Callidus |
Addendum::Retreating doesn't gain Rosza anything in this case except a bit of space, correct? In which case she isn't...So...That looks like two successes on soak, meaning Rosza is Reeling and Hurt, if I'm counting things correctly, which means until she recovers (next action she takes) others have a +1d8 to hit her, and for the rest of the fight she takes +1 damage from all wounds?
You got that correct, though a Paladin can remove the Hurt condition, and anyone with Leadership can roll (with Will) -vs- a set difficulty to help a friend by Rallying them out of Reeling. I'm not sure Rosza has anyone with her that has the skill, though.
UltraFennec |
She does not, right now anyway.
@Rosza: If you're wearing two layers of armor, you're Burdened and that means your Dash is zero, and any Speed based things are limited to d8s, which is fine for now because I believe all your stuff is d8s at most anyway.
Also Retreating wouldn't help you avoid damage in this case, so it has no real benefit. You committed to the attack, and so did he. Unless he was also wielding an Impaling weapon there's no need to Retreat.
UltraFennec |
[spoiler=Rosza]The sellsword that just cut the Madonna lets out a little howl of triumph, and flourishes his longsword before coming around again for another attack. The other decides that his friend has the fight well in hand and dashes off to close distance with the other rapier-bearing ermine, bringing up in a defensive position when he does so.
The other crossbowman simply drops his weapon and flees into the tunnels, following the other shrieking shoppers. Guillaume's handywork seems brutally effective, to the point even he's somewhat mystified as to how it was pulled off.
Second swing!1d6 ⇒ 41d6 ⇒ 31d8 ⇒ 6
His swing is fairly true! Will it connect?! Your defense, madonna.
I'll give Javiera until tomorrow to post something, then we're moving on with or without her input in combat. Not gonna let people drag this to a standstill again because of inattentiveness...which means you should probably message me if I seem to be dragging. Please.
And one other thing I forgot to remind people of: Damage isn't cumulative by default. If you Soak the damage of an attack down to a level you're already at, you don't move down the track further. The +1 or +2 damage from being previously injured applies to base damage before Soak.
Rosza Juette de Vieuxpont |
Rosza draws her rapier back with a low curse as the longsword licks across her forearm! The ermine shifts her weight slightly to the side, scowling as the wolf swings his heavier weapon around again, she raises the triple blades of her main gauche to deflect it.
Paladin Javiera |
OOC: Gotcha, getting used to so many battle systems is a bit much sometimes.
With her Calendar sword in hand, Javira reaches with a practice movement for her Main gauche, the smaller blade clearing it's sheath and readied for battle. That done, she surveyed the ongoing melee, and moved to help whoever looked to be in bad shape.
UltraFennec |
Nobody's in bad shape, but the other three crossbow users aren't in range of your weapons either. You could Dash this turn and use a Dash next turn to get in range of an attack though. Or you could use the openings created by the last few attacks that ended up destroying scenery and Sprint straight up to one of them, provided your Speed die rolled high enough. You'd be in...a dangerous position then though. Your choice.
Or of course there's the third option of Guarding, Sprinting next turn and either Guarding again or Attacking provided you covered the ground. Either way I've heard your input now, you're moving and ending turn after an extra Ready, SO!
UltraFennec |
Main group post FINALLY. It ain't pretty, but it can't be pretty all the time.
Many things happened at once after Quinn's strike. First the two injured crossbow-folk looked at each other, the crowd of skilled battlers, and picked themselves up to run screaming back into the far tunnels, following the dwindling stream of shoppers and thieves.
Secondly the other three still standing, however, are unshaken and one is in fact sneering at the group. All three of them raise their weapons in a perfect firing line, Aim, and fire at the three that have downed or otherwise harmed their comrades.
Crossbow attacks! Dodge rolls please! Anyone still within range of Delroy's shield powerz gets its Cover bonus!
Ceallach: 1d8 ⇒ 51d6 ⇒ 51d6 ⇒ 2
Quinn: 1d8 ⇒ 81d6 ⇒ 41d6 ⇒ 2
Natalia: 1d8 ⇒ 11d6 ⇒ 21d6 ⇒ 2
Lastly, One-Eye seems to be in a bit of a...well, a fight with himself. He's silently screaming at things, ripping his own clothes and fur, and generally acting like a man possessed by devils. He falls to his knees and grabs his head after the crossbows fire, and you all can hear above the noise the approach of heavy booted feet shod in metal.
UltraFennec |
For anyone who fails to beat their opponent's highest die, I'll need a Soak roll so we can determine damage suffered, if any. Natalia is in no danger of course so...yeah. And per the Discussion thread, if you're close enough to Delroy's magic-shield range, you can retreat behind it to break a tie in your favor. I'm not sure Ceallach's actually in range of it, but I don't really know Thaumaturgy well.
UltraFennec |
You did. Aaaaaaand because I forgot like a goof, you should both have Cover dice, either the d4 from Delroy's shield (beyond Near range) or Quinn's d8 from hiding behind the stall that I goofed on. Apologies.
To clarify in here too: You'll need to hit that lucky 8 to actually tie the roll, though with a third success I'd probably lower the damage dealt by one or something because Cover impeded the bolt's progress or something.