Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
GM_Coreyllon wrote: Lorr, I do not believe you have a dodge skill yet. The Elf can get it, but you need to level to pick it up. Or am I missing something? You start with it. It's on the card.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Unable to engage the remaining room without leaving the pleasant healing embrace he yells over to the armoured figure. Well hello there fellow adventurer... glad to see you. We were getting bored here. Can he get any weapons off the fallen zombies to hand them over?
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Attack on Blue WS 4+: 1d6 ⇒ 5
IF another attack Attack on Relevant target WS 4+: 1d6 ⇒ 1
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Okay... so seeing there are no fallen zombies that have unstrapped weapons he fights on. WS 4+: 1d6 ⇒ 3 attacking the one in front of him in the hopes that another team member might help. DMG?: 1d6 ⇒ 3
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Dodge: 1d6 ⇒ 3 The elf grunts audibly on the hit but the healing does take some of the pain away. He attacks again, desperately trying to drop his foe. WS4: 1d6 ⇒ 6 for 1d6 ⇒ 1 That should bringing it to 9... hopefully that drops it
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
I'm slowly getting the feel of this but this is shaping up to be interesting because it's let the dice fall where they may approach. That said, 9 zombies? That's a toughie.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Lorr will 1d6 + 2 ⇒ (5) + 2 = 7 Able to resist the urge to flee, he joins his hands together and swings both arms as a club... WS4: 1d6 ⇒ 5 1 damage dice, correct? 1d6 ⇒ 5 Assuming this drops his foe, he looks to see if it carries any weapons he can scavenge... but zombies are notoriously tough, so he is not hopeful.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
GM_Coreyllon wrote:
If it's not too much trouble, can we use the same as my Paizo one?
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Lorr swings again... 1d20 + 5 ⇒ (20) + 5 = 25 for 1d10 + 3 ⇒ (7) + 3 = 10 and add 1d10 ⇒ 4 Turns out he had been lining up his foe and lands it with a masterful swing.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Lorr moves to engage one of the foes and takes to it with a halberd. 1d20 + 5 ⇒ (2) + 5 = 7 for 1d10 + 5 ⇒ (9) + 5 = 14 but as seems to be common, his bulk makes his strike awkward.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Lorr, from his reclined position, throws Croaker a salute. It is good to have fond memories of old comrades. Sadly I remember them well with fondness but have few good memories of my time in service itself. The Edjet was ordered to do things that I can't stomach.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Report back? That isn't a bad idea... and there's no point in charging into the dark right now. I think you're right, besides I think we need to gather some more information.
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Lorr takes another slash at the departing ghoul 1d20 + 5 ⇒ (14) + 5 = 19 for 1d10 + 3 ⇒ (1) + 3 = 4 Reroll the 1 due to fighting style 1d10 + 3 ⇒ (4) + 3 = 7
Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.
Implacable the large warrior stalks and chases down the ghoul... 1d20 + 5 ⇒ (18) + 5 = 23 for 1d10 + 3 ⇒ (1) + 3 = 4... reroll 1 due to fighting style, 1d10 + 3 ⇒ (1) + 3 = 4 Well... bully... He prepares to use his weapon defensively. Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon.
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