Chuul

Tchk's page

21 posts. Alias of spinningdice.


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Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Tchk also watches closely.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Tchk readies his rifle, waiting to see what the creatures do.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"Cave hunting" Tchk proceeds to climb down and enter the hole.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"I have no ancient toys, and require little shelter."


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"Camp 'fore enter strange place" croaks Tchk.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Yes


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Perception's actually a defensive score in GW, other things usually use your Perception as a target number for the their stealth checks, that said I'm not sure how generally spotting something's supposed to work, so rolling it as bonus for now

Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Tchk has no such qualms, and unless anyone else looks like they're taking them Tchk gathers up the Revolvers and ammo, stuffing them into his pack for the moment. He'd have to work out some holsters for his legs later. Though he'd still rather use his claws.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"I am Tchk k'lk ykrt - not Brother of Thought. War is part of Meriga - nonviolence is fools path."


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Apologies, I had an accident last week, and have been a bit all over the place. Trying to catch up now that I've come around a bit.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"Yes"


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Presuming the paralyzation wears off in short order, Tchk will right himself and continue walking in the same direction.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Assuming Tchk is still paralysed there's not a great deal he can do...


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Hmm, about the only thing I can do until the paralysation wears off is teleport myself now, as a meter tall crab I may be able to squash one, or could just get to safety.
If anyone wants to touch me I can boost mutations by +7MP as well


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Inwardly irritated at his lack of locamotion Tchk attempts to use his rusty mental powers.

teleport Object: 1d20 - 1 ⇒ (4) - 1 = 3 as he tries to teleport something as heavy as he can manage on top of the Squeaker attacking him.

Not really what the power's for, but I assume a 7kg weight dropped on top of a small creature will at least hurt it.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

Tchk rushes forwards, not deigning to use up precious ammo on these creatures and attacks with his claws.

Claw1: 1d20 + 1 ⇒ (1) + 1 = 2 dmg: 1d6 ⇒ 3
Claw1: 1d20 + 1 ⇒ (14) + 1 = 15 dmg: 1d6 ⇒ 4


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"Approach, introduce?" Tchk queries the others.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"I fear no danger - quick path." states Tchk


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"I Tchk"
Tchk does not presume to introduce the other fellow.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

"Tchk not random, Tchk encounters you." the large crab is confused by the human's question.


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

The crab seems to strain it's mouth parts to make an approximation of language. "Gritting, I Tchk, You?"


Mutant Crab Enforcer (36/36hp, +1THAC, 15AC)

There are no crabs, only Chuul.

Tchk reporting for duty.

Tchk brings... an unholy array of crappy stat rolls. He can however Teleport and boost other people's mutations.
He also has claws and built in armour.

NB: I'm assuming that Tchk can't wear more armour on top of his carapace, or that if I do only the best applies?