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fool of sound
Oct 10, 2012
OOC thread is here. You really only need to use it for character sheets and inventory. You can also do 'off-screen' RP there for Feat Points.

The Roll20 is here, for measurements and such

Regular text is for fluff.
"Italics are for speech"
(Parenthesis are for OOC)
Orokos is for dice rolls. Please be sure to fill out the description box.
Use Skype to coordinate tactics and such, or if you have any questions (like Difficulties).

For expediency, we're doing player turn/enemy turn format. Generally, whichever side has the highest average initiative goes first.
Over-the-top descriptions, melodrama, and exciting actions are encourages, and can lower difficulties or earn you Feat Points.
Where possible, we're going to do fail-forward. If you fail a skill roll by less than 5, ask me in Skype for a complication, or suggest one yourself. If you accept it, you succeed at the task at a cost.

fool of sound fucked around with this message at 05:34 on Jan 3, 2015

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fool of sound
Oct 10, 2012
The white sun burned high over the misty gloom of the Alchiere jungle, a wall of ominous black and green rising like some ancient Wurmspawn above the brilliant sapphire ocean. Glistening spray arced high, showering the travelers in a fine salty mist as the Devilish Duchess sliced across the smooth surface of the hidden bay. Colorful shorebirds danced above the rocky cliffs like fireworks as the tiny ship cut through the narrow pass, a gateway to the uncharted lands beyond. The bay opened into a wide lagoon, the diamond clear water creating a convincing illusion that the Duchess was sailing mere feet over the sandy bottom. A shout rang from the crow's nest, and the crew ran to the rail, staring in awe at their first glimpse at the wonders promised by that old Orgoth map. A vast temple complex sprawled out before them, hundreds of feet below the crystal waters, a stepped-pyramid capped with a pristine statue of some cowled warrior goddess.

Such a fascinating discovery was the submerged ruin that the explorers failed to note the ominous shadows swimming up from those savage depths. A cry rang out too late as the first shadow rose in a shower of shining drops. A great crocodile-like creature with finest scales of deep indigo striped with opalescent bands leapt over the stained railing, catching a seaman in its horrible ivory maw, tearing into the poor man's flesh and viciously shaking it's prey in a shower of crimson as it landed thunderously on the deck before tossing the stricken man aside, a meal for later. The beast roared it's challenge to the adventurers, iridescent eyes as icy as it's reptilian soul, an unnatural blue glow rising from it's throat. Another of it's sort crashed upon the deck opposite, as more monster made their silent approach through the savage waters.

:d:Music:d:


(warning: these monsters are substantially harder to hit while swimming)
(Everyone start the campaign with three Feat Points, and a Might Point if you are Mighty.)

Battle Special Rules:
---The entire Duchess is considered Open Terrain. The masts are just for effect. Th only exception is the castle in the prow of the ship, which can only be traversed up to by means of the stairs on either side.
---Everything that isn't the Duchess is Deep Water, and requires swim checks.
---The Duchess and everyone aboard it will move 6" forward ever round. Characters may use a Quick Action to command the captain to make a 45 degree turn in either direction.
---The marines will have the anti-boarding chain guns prepared in 3 rounds.
---Dace may appear anywhere he wishes at the start of next round as he swings down from the crow's nest.

fool of sound fucked around with this message at 04:47 on Jan 3, 2015

Swags
Dec 9, 2006
Hyrule Eyvreyn

This was, of course, the way things should be. Since the moment their ship had left port, when not pouring over maps, or sleeping, or napping, or resting, or cooking, or telling others they were cooking incorrectly, or assisting with cargo management, or crafting alchemical remedies, aside from all of those times, Hyrule was here, on the forecastle, the wind in his hair, the spray of the sea on his face, staring out into the vast blue with what many of the crew thought were blind eyes. Normally so perceptive, so minutely intuitive to his surroundings, he's taken aback by being taken aback by the arrival of the of the chronosaurs. "Not crocodiles," he says as they crash into the ship. "Nay, for as normal crocodiles have died out, and gators evolved into something wicked, these, said glowing beasties-blue, were crafted by the Cataclysm my own misbegotten and oft forgotten ancestors brought into being, a terrible mingling of scales and fangs and teeth and time itself. You see, in ancient times --"

Someone, he's not sure who, shouts, "Something useful, Hyrule!" They always did. Wasn't history useful? If not, why bring a historian along?

The old elf grimaces. "Ahh, yes. Chronosaurs. These are babies. Adults are fifty feet long, and a real disaster for ships they get angry at. They slow down enemies, speed up themselves, have a lashing tail of blade-scaled muscle, and they breathe blast of pure force, much like the spells used by Sorcerers of the Earthen Ring, or the Arcanist Combine, or the Shyrri Magitori Collosi. Which, if they use to shoot you off the ship, will be much to your tasty, tasty detriment, no doubt." He removes two stones from a pouch at his belt and drops one to reveal a bola, which he begins whirling. "Sebastian! A grenado in the mouth of the fore, please!"


[OOC: Throwing my bola as soon as Sebastian throws his grenade. Intention is to bola its mouth shut with a grenade inside. I'll spend a feat point if necessary. :siren:Remember!:siren: Everyone within 6 inches of me gets a +1 to hit and damage. This stacks with the bonus you get from Dace, so those within command range of both of us (mine is 6 inches) get +2 to hit and damage.]
Bola that croc!: 2d6+5 14
Knowin' things about crocs: 3d6+6 21

pre:
Hyrule Eyvreyn
Race:  Iosan
Careers: Seeker / Thief
XP Earned: 12
Faith: The Six Who Are Lost, and the Two Who Are Fallen
Player Name: The Honorable Baron Wulfgang von Swagglerock

Stats:
Physique [Speed/Strength]: 5 [6/4]
Agility [Prowess/Poise]: 4 [4/4]
Intelligence [Arcana/Perception]: 6 [-/5]
Willpower [PHY+INT]: 11
Starting Increases: +INT, +INT, +PER

Feat Points: 3

Weapons:
Melee:
Assassin's Blade | MAT: 5 | POW + STR: 8 | +2 Damage on Back Strikes
Rapier | MAT:    6 | POW + STR:   6 | Can boost both ATK/DAM with a feat point
Ranged:
Bola | RAT: 5 | POW 4 | Character hit must make STR + PRW roll vs. 15 or be knocked down.
                                   Once knocked down, AGI + Rope Use vs. 10 to untie.
                                   or STR roll vs. 10 to break.
Smoke Grenade | RAT: 7 | POW: 0 | AOE 3, one round, concealment

DEF: 14 = 6 SPD + 4 AGI + 5 PER -1 Armor
ARM: 10 = 5 PHY + 5 Armor (Additional +3 vs. blast, cold, corrosion, and fire damage)
INITIATIVE: 15 = 6 SPD + 4 PRW + 5 PER
COMMAND RANGE: 6 = 6 INT

Archetype Abilities:
-Intellectual: All friendly characters within Command range gain +1 to hit and damage on all attacks.
-Feat: Unconventional Warfare: Spend a feat point to boost damage, knock down, push, slam, or induce a fall from a height.
-Genius: All INT rolls are boosted.
-Hyper Peception: All PER rolls are boosted.

Abilities:
-Camouflage: +2 Def when benefiting from concealment or cover. 
-Conniver: Reroll failed Bribery and Deception rolls.
-Dodger: If missed, move 2 inches for free.
-Cover Identity: You may have heard of me.
-Language: Old Shyr
-Prowl: Gain Stealth if in terrain that provides concealment.
-Team Player: Can be included in any group.
-University Education: Reroll failed Lore and Research rolls.

Connections:
Seekers

Languages:
Shyr
Cygnaran
Old Shyr

Skills:
Hand Weapon (PRW):  1
Thrown Weapon (POI): 2

Alchemy (INT): 1
Bribery (SOC): 1
Cryptography (INT): 1
Deception (SOC) :  2
Detection (PER): 2
Disguise (INT): 1
Escape Artist (AGI): 1
Etiquette (SOC) :  1
Lock Picking (AGI): 2
Lore (Ancient History) (INT): 1
Medcine (INT): 1
Negotiation (SOC) :  1
Pickpocket (AGI): 2
Research (INT): 1
Sneak (AGI): 1
Survival (PER) :  2

Equipment:
-Gold: 1
Alchemist's Leathers (-1 DEF, +5 ARM, +3 ARM vs Elements)
Assassin's Blade (-1 Attack, POW 4, +2 damage on back strikes)
Rapier (POW 2, spend a feat point to boost attack and damage)
Bola x3 (-2 Attack, POW = STR, read special)
Smoke Grenade x4 (Makes AOE 3 Concealment)
Rousing Vapors Bomb x2 (wakes up people in AOE 3)
Ashes of Urcaen bomb (AOE 3 for one round; any creature touching loses incorporeal for 1d3+1 rounds)

Alchemist's Kit, Traveling 
Pocket Watch
Spyglass
Symbol of the Eight
Thief's Tools
Khona's Kiss
Revitalizer Tonic x10
Rum x2
Brandy x2
Bottled Light

XP Expenditures:
2 - 1 Rank Survival, 1 Rank Detection
4 - Camouflage Ability
6 - +1 PER
8 - 1 Rank Cryptography, 1 Rank Medicine
10 - 1 Rank of Thrown Weapon
12 - Hyper Perception archetype ability
15 - +1 AGI
18 - +1 Detection, +1 Survival

Swags fucked around with this message at 20:52 on Feb 23, 2015

Magnusth
Sep 25, 2014

Hello, Creature! Do You Despise Goat Hating Fascists? So Do We! Join Us at Paradise Lost!


Sebastian noticed the bute beasts throwing themselves onto the ship. He recognized those, he thought, from descriptions in rare translations of iosian texts, where they were called "chonosaurs," and apperently held within them some strange relationship with time that allowed their fluids to be used for "time grenades." He smiled fiercly at the thought of experimenting with their bodies. With a quick and trained hand, he turned to the first of them, the one closest to the stern of the ship, and sent of the power within him forth as a mad torrent of Howling Flames, pushing himself past the usual limits of the spell to focus it on that creature, and to make it as intensely hot and dangerous as he could.
Then, he heard the old elf shout at him and he turned to the other beast even as he drew the grenade from his belt and cocked it as he threw it into the mouth of the alligator with a single swift motion, and just as the creature closed its mouth around his explosive, the bola of the old elf wrapped it shut. Sebastian winced for a moment, hoping that its internal organs had not been to damaged by the explosion, and began readying himself for his next spell.

Actions and rolls:
Free quick action: Casting boosted howling flames for 19 pow
Quick action: draw explosive grenade
Free quick action: cock exlosive grenade
Attack: Throw grenade for 18 damage

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?
Katerine took a startled half-step back as the horrid crocodile monster thundered onto the deck of the ship. By the time the poor dear crewman's body had splashed into the sparkling waves, however, her scientific impulses-- and a sense of indignation-- had overcome her self-preserving ones, and she brought her hands up, already sparking with arcane power. "You get off our boat, ghastly creatures," she demanded, already hurrying forward to stand beneath the mast and bringing one hand slashing down towards the one at the opposite end of the boat, while her companions dealt with the one previously nearest her. Around the elegantly-clothed young woman, the stirring sea breezes abruptly shifted, gathering themselves into a single blast of surprising force, which directed themselves at the scaled interloper. With her other hand, the young lady pointed accusingly at another of the crocodile creatures, already swimming menacingly towards the ship off the port side. The wind currents changed again, becoming razor-edged and redolent with the mingled scents of ozone and acrid blood. The deadly winds raced towards the creature, intent on slicing it to shreds.

"Try to leave some samples for dissection!" she called out to the other members of the expedition.

Storm Tossed the ugly thing!: 2d6+6 13
Razor Wind the one in the water!: 2d6+6 12

Current Fatigue: 2/4

ETA: Added second action with turn.

Quorum fucked around with this message at 20:14 on Jan 4, 2015

Ryuujin
Sep 26, 2007
Dragon God

Blythe the Allegiant of the Order of the Fist
Mighty Points 1 Feat Points 3


Blythe looks toward the call and spots the creatures as they tear into the crewmates. He frowns. "I am afraid we cannot have you eating the crew. I am going to have to ask you to leave." He leaps down from his perch among the rigging as he quickly scans the ensuing battle. He estimates which of the creatures is the least hurt from the others and attacks and rushes it. "Well it doesn't really look like you are going to stop mauling them and leave in peace so I guess I will have to show you what happens to those who attack those under my watch."

As he reaches the creature he slams first one fist, then another into the creature, and then follows up with a third blow before the creature has time to react. Each blow is devastating. Though it will still be a moment before Blythe can see just how effective his strikes were.

Move up to the least injured of these "chonosaurs" then Unarmed Attack Flying Fists vs least injured "chonosaur" 2#2d6+7 13, 14 vs DEF for 2#4d6+5 21, 18 damage. Follow up with a Mighty Point! Unarmed Attack vs current target 2d6+7 14 vs DEF for 4d6+5 15 damage. Sounds like I hit and did damage so should regain the Mighty Point at the end of this round.

Garth_Marenghi
Nov 7, 2011

Bubba

mighty points 1, feat points 3
He had been staring over the side of the ship for what appeared to be ages, just peering through the clear water. Yes, he had been raised on the river but he was more comfortable in the brush and trees and it was disconcerting to be in such a wide open space. Bubba could hear the old man shout something, surely some story about a past glory in his youth that he would now go on and on about in excruciating detail. As he looked up he saw something as familiar to him as it was unfamiliar and he knew...
It's wrasslin' time
(Charge closest chronosaur and make an unarmed strike, use mighty token to back swing and make a grapple attack to attempt to subdue the creature.
attacking chronosaur: 2#2d6+6 12 12
DMG chronosaur: 3d6+6 11)

Garth_Marenghi fucked around with this message at 22:22 on Jan 4, 2015

Stormgale
Feb 27, 2010


Biggy & Smalls, Jacknife and JAck
Feat Points 3, Fatigue 0/4


He was just enjoying a nice nap, resting lazily against Smalls' rather firm shell when there was some sort of commotion, screaming and the like... right rude of some folk to ruin his nap like that but people were just rude like that getting eaten by crazy arse crocodile beasts from the sea... would seems they needed a stern talking to. Luckily smalls was a thrilling conversationalist, the tall steam jack roaring into life spear in hand as the Goblin tapped it on the chassis, muttering a quick spell as he let the beast roar into life "C'mon time to earn our keep" he said, pointing at the nearest bastard, a thrum of electricity shocking around the jack as he barrelled forward spear in hand ready to lance the beast on it's pointed tip, the pull of magnetic energy guiding the lance and fist as it roared out a third attack.

((Biggs' turn: Cast Positive Polarity on Smalls: 3 Fatigue
Cast Power booster on Smalls 1 Fatigue
Drive: Charge (Means he don't need to spend no focus to charge)
Move Just below the doomreaver to give smalls a charge lane.

Anyone within 2" of the jack (so 10 ft) gains +2 to Melee attack and damage

Smalls' turn: Charge the nearest Beast, 2 attacks, spend focus for a third:
Attacks: Warjack Attacks on Boat Turn 1 (Charging spear, Open fist, Focus spear): 3#2d6+7 13 15 13
Damage: Boosted spear damage: 3d6+11 19
Open Fist Damage: 2d6+7 14
Spear damage: 2d6+11 15
I'm an idiot, add +2 to all the damages I forgot to account for Polarity, so 21 16 15))

Stormgale fucked around with this message at 18:03 on Jan 3, 2015

fnordcircle
Jul 7, 2004

PTUI

Naal the Doom Reaver
Mighty Points 1 Feat Points 3


The sounds of violence were welcome. The first half of the trip Naal had spent sleeping, vomiting and yelling "Cease yer damned laughter" at his Ogrun greatsword between heaves while spilling his guts over the side of the ship. The fact that the sword, being an inanimate object, was not laughing was not lost on the ship's crew. Naal could tell they were staring at him. All of them, staring. Constantly. He'd whisper to the sword about it whenever they walked by and nodded at the greatsword's apparent agreement. These whisperings typically gained volume until rapidly becoming a full shout.

They stare at me. It's because I'm sea sick. NO it's not because of that. What? HOW COULD THEY KNOW?

This behavior did little to improve his standing with the crew, meaning he was put to little use during the trip. Which meant more time sitting around yelling at the stupid sword.

Naal had positioned himself under the rear mast an hour prior to the sea creature's invasion hoping that the fresh air would provide a reprieve to his unceasing queasiness. Just prior to the water beasts boarding the ship Naal had entered into a particularly animated one-sided conversation with his weapon, pausing after speaking as if listening to the blade's reply.

Nope.

And how would you know?

I mean to say - how would you know as you weren't even there?

Because I had not even been chained to you yet.

NO that's a lie and I won't respond to it!

What does that have to do with anything you just said?

The sudden shout of a sailor who was keeping a wide interval between himself and Naal gave the conversation pause. At the sound Naal springs up, hefting the blade chained at his wrist along side and advances towards the nearest beast. Planting a booted foot on a nearby railing, fueled by the ire raised by the conversation he had been having, he vaults himself over the beast and twists to face it as he lands.

Shouting "NO! Saying that you won't respond is not a response in and of itself you fool!" to no one in particular he swings the cursed blade down at the beast.

(Spending a mighty token for Bounding Leap to move over the beast and end up with my back towards the center mast hopefully keeping only the beast and the jack in my FoV)
Melee attack on Chronosaur: 2d6+7: 12 [2d6=1, 4] (Not sure if I get any + attack bonuses.)
Damage roll on Chronosaur: 3d6+11: 22 (+2 from Jack bonus = 24) [3d6=5, 3, 3] (Screwed this up and forgot the jack bonus so it is actually 24)

fnordcircle fucked around with this message at 20:51 on Jan 4, 2015

fool of sound
Oct 10, 2012
(Sebastian's Howling Flames spell blasts the southern chronosaur for 4 damage!)
(Sebastian's grenade lands in the northern chronosaur's mouth, which is subsequently tied shut by Hyrule's bola. The grenade detonates within, ignoring the chronosaur's natural armor and inflicting 8 damage!)
(Hyrule and Sebastian each gain a Feat Point!)
(Blythe assaults the northern chronosaur for 6, 3, and 0 damage! Blythe regains a Might Point!)
(Bubba body slams the northern chronosaur for 0 damage, but grapples the creature!)
(Smalls tears into the southern chronosaur for 6, 1, and 0 damage!)
(Naal savages the southern chronosaur for 9 damage! Naal regains a Mighty Point!)
(Katerine blows Smalls away with her Storm Tossed spell!)
(Katerine's Razor Wind spell cuts only the waves!)

(The northern chronosaur perishes as Sebastian's grenade detonates in it's mouth!)
(The southern chronosaur dies beneath Naal's Orgoth blade!)


:d:Music:d:

The reptilian beast reared its head in pain as the steamjack's spear dug deep into its flank, it's maw roaring bestial vengeance at the metal assailant. Glacial eyes widened in shock as Naal's cursed blade bit into the beast's thick neck from an unexpected direction, severing the chronosaur's head in a shower of violet blood. The gruesome trophy rolled across the deck behind the mad Khadoran as he leapt forward in a frenzy, bringing his black sword in a deadly arc aimed to sever Smalls' head next. A great gust of salty air blasted past the berserker as his victim was blow away from him, back to his master. Naal blinked, returning to his sense in time to see more chronosaur swimming up from the sunken temple below.

Bubba felt the chronosaur struggle its last as the shock of the alchemist's grenade ran through its dying body. The trollkin rose in a fighting stance, ready for his next enemy.



(Chonosaur Green uses Pounce to be Placed 2" as part of its charge in order to leap onto the Duchess and charge Hyrule! Attack 14, Power 22. Hyrule suffers 12 damage to track 5!)
(Chonosaur Blue uses Pounce to be Placed 2" as part of its charge in order to leap onto the Duchess and charge Bubba in the back! Attack 18, Power 21. Bubba suffers 14 damage to track 6!)
(Chronosaur Red fires Chronophage at Naal! Attack 8. Misses!]
(Chronosaur Yellow fires Hammer Breath at Sebastian! Attack 16; Damage 16. Sebastian suffers 5 damage to track 3 and is Pushed 3 inches, but is stopped by Katerine!)
(Chronosaur Purple uses Leap to be Placed 5" in order to leap onto the Duchess behind Smalls, Thrashing with it's tail to strike all within 2"! vs Small Attack 9, vs Biggy Attack 14. Both miss!)

The new beasts fought with vengeance burning in their Wurmspawned minds. Hyrule and Bubba screamed a duo of pain as the monsters sunk glistening fangs deep into their flesh while Biggy and Smalls danced away from anothers bladed tail, swung about like a flail. Naal cut a glob of shining blue liquid out of the air, where it dissolved into nothingness before it stuck the deck, and Sebastian found himself flung backward, into the irritated Katerine's arms.



Battle Special Rules:
---The entire Duchess is considered Open Terrain. The masts are just for effect. Th only exception is the castle in the prow of the ship, which can only be traversed up to by means of the stairs on either side.
---Everything that isn't the Duchess is Deep Water, and requires swim checks.
---The Duchess and everyone aboard it will move 6" forward ever round. Characters may use a Quick Action to command the captain to make a 45 degree turn in either direction.
---The marines will have the anti-boarding chain guns prepared in 2 rounds.
---Dace may appear anywhere he wishes at the start of next round as he swings down from the crow's nest.

(Hey, could everyone please post their current Armor and Defense scores during each of the combat posts? It saves me needing to look them up. Don't forget that you can spend a Feat Point to perform a Heroic Dodge in order to halve damage from an attack.)

fool of sound fucked around with this message at 23:21 on Jan 4, 2015

Ryuujin
Sep 26, 2007
Dragon God

Blythe the Allegiant of the Order of the Fist
Mighty Points 1 Feat Points 3
DEF 14 ARM 14


Blythe watches as the others get ripped apart by more of the chronosaurs, he shakes his head and moves up to help Bubba pummel the nearest into submission.

He slams one fist after another into the creatures body with meaty blows, then follows up with a little something extra once more.

Move up to the least injured of the nearest chonosaur then Unarmed Attack Flying Fists vs nearest chonosaur 2#2d6+7 17, 17 vs DEF for 2#4d6+5 23, 23 damage. Follow up with a Mighty Point! Unarmed Attack vs current target 2d6+7 16 vs DEF for 4d6+5 17 damage.

Stormgale
Feb 27, 2010


Biggy & Smalls, Jacknife and JAck
Feat Points 3, Fatigue 0/4
Biggs: Def: 14 Arm: 9
Smalls: Def: 11 Arm: 14


"Hey be careful with my friend you poncy noble!" he said, about to say a lot harsher words before he was almost clawed by one of these wierd freaky crocodile things, drat they were tough... good thing smalls was tougher. Another tap onto the arcane plate to keep him running nice and fine, slipping safely out of harms way as he continued to give sound advice to the situation.

Bigs moved with lumbering strength, using the heavy spear to drive into the beast before reaching over with his hand to clamp the beasts jaw shut "Oy one of you Bookworms, these things can only bite down hard right? You can use like a piece of rope on their jaws right?" he said, remembering he heard about that somewhere about it... or was it gatormen

Anyone within 2" of the jack (so 10 ft) gains +2 to Melee attack and damage

Biggs:
Upkeep spell: 1/4 fatigue
Move Behind by jack away from the nasty crocodile thing
Quick: Power Booster (2/4 Fatigue) Quick: Drive:Boost damage Quick: Drive: Boost Grapple

Smalls:
Move: Turn to face The arsehole
Attacks: Spear attack - Round 2: 2d6+7 12 3d6+13 23 & Headlock Round 2: 2d6+7 14 3d6+7 20

fnordcircle
Jul 7, 2004

PTUI
()
(Naal the Doom Reaver)
(Mighty Points 1 Feat Points 3)
(Def 10 Arm 18 (15+3 for Invulnerable feat))

Shuffling aside from the beast's attack, Naal brings the Orgoth blade down to finish off the injured beast. Deep within him a burning urge to swing again overtakes him, his eyes filling with a red rage. Seeing nothing around to swing at, Naal turns, having caught site of a large wake approaching directly to his left off of the starboard ship side and charges, ducking past the rigging and jumping down off of the boat bringing his abominable blade down in a wide, overhead arc.

After striking the beast Naal pushes off of it launching himself back up into the boat and grabbing onto the rigging to hoist himself back up onto the ship's railing where he preps for a possible return attack.

2 Handed charge attack against swimming Chronosaur: 2d6+8: 12 [2d6=2, 2] (Crit if it hits)
Damage attack if it hits: 4d6+11: 25 [4d6=5, 3, 4, 2]
(Spend 1 Mightly Point to jump back up into the ship.)
(Spend 1 Feat point for Feat:Invulnerable)

(New Mighty Points: 0 New Feat Points: 2)

Swags
Dec 9, 2006

Hyrule Eyvreyn
DEF: 13-2=11 (+4 with concealment). ARM: 10 (+3 vs. blast, cold, corrosion, fire). FEAT: 0/3.
Current: Spirit crippled. -2 DEF. Cannot upkeep spells.

The scream rips through the air, expelling from the old elf's lungs, and it takes him fully punching the chronosaur in the snout with one tired, ancient hand to get the beast to released. "Nyssor's frosty teats, that stung!" He moves to the left, dodging another chomp, and then far to the right until he's near the rigging. As he steps, he removes his pocketwatch from its fob chain and checks it. "One, two, three, four, hold this," he says, throwing it at the chronosaur, who greedily gobbles it up. "Six, seven, eight." Hyrule dodges again, twisting to make the beast chomp onto the a rip and moving his hand to wrap the jaw shut. The next attack breaks one of the pegs that holds the rigging tight, giving Hyrule much more to work with, and he starts just layering the ropes onto the chronosaur, dodging and ducking and, in one instance, losing an entire lapel to the beast's jaws. "Twenty-one, twenty-two, twenty-three." Finally, the old elf takes a step to the side and lashes out with the dagger he draws from his belt, slicing at a line that would use a series of counterweights to draw those ropes once attached to the peg even tighter. "Thirty-three, thirty-four, thirty-five."

Using Unconventional Warfare to knock the gator up instead of down, hopefully tying him up in the ropes for a round or two. That costs me a feat point to use. I'm also going to boost the AGI roll, and that costs another. I also had to use Heroic Dodge to be, y'know, not dead, so I'm out of Feat Points now.
Gator Wrasslin: 3d6+3 12

Garth_Marenghi
Nov 7, 2011


Bubba
mighty points 0, feat points 3
ARM: 7 DEF: 14
Back in the swamp there is a bog trog who sits on a log. All day he sits and strums his banjo. He sits, strums, and sings about how difficult it is being green. Not half as tough as being blue, Bubba thinks as he attempts to get out of the way of a gaping maw about to chomp down on his back. He managed to get partial out of the way, turning a deathblow into a terrible mauling.
Shaking his head and regaining his footing Bubba charges at the first threat he sees, a chronosaur tied up like some kind of... puppet.
"I'll finish this!"
(1 Feat point spent for Heroic Dodge to halve the damage.
spiral
1.xxxxx / 2.OO
3.OOO / 4.O
5.O / 6.xx

Punching green chronosaur: 2d6+6 18
Double sixes critical, no additional effect.
DMG chronosaur: 3d6+7 21 damage.
{i forgot to add the 1 pow for knuckledusters last round.})

final mighty points 0, final feat points 2

Garth_Marenghi fucked around with this message at 04:34 on Jan 5, 2015

Magnusth
Sep 25, 2014

Hello, Creature! Do You Despise Goat Hating Fascists? So Do We! Join Us at Paradise Lost!


Sebastian is pushed back against the lady Kathrine by some unseen blast. Gritting his teeth against the pain he pushes it away and apologizes to the lady. Then, he whips around to face his enemy, the swimming chronosaur, its jaw lowered once again. In an instant, he raced through options for counterattacking. A grenade would be useful, but neither solumence gas or incendiary grenades would get beneath the waves, and the beast would merely dive to avoid it. His flames would be ineffective against anything in the water, obviously, and a flaming wall to stop the beast from jumping up to the ship would probably damage the ship as its movement put it into contact with the flames. No, the only possible course of action was getting the creature to open its mouth and then lob a grenade down its throat, and they only opened them to attack their enemies, as far as he had observed. That meant....
The instant of thoughtful expression was replaced with a fierce grin. He drew a grenade as he charged towards the railing, jumping up and kicking off from it. In the air he extended his right arm backwards and sent waves of fire and flame out behind him, propelling him towards the alligator in the water. For a moment, while he was moving the grenade from one hand to the other and unpinning it, he sent a quick prayer of thanks to cyriss, that she had let humanity discover propulsion and cause and effect.
Then the moment was over and the beast was opening its roaring jaws to devour him. He was almost face to face with it, as he threw his grenade, its teeth nearly snapping of his fingers as he rolled in the air to angle for its back. He grabbed at its forelimbs and tried to wrap his legs around it as he tried to ride it and keep upright on its back as it thrashed around.

Actions and rolls:
Feat point: Walk it off for 2 vitality
Movement: Run to the railing to jump off
Free quick action: Casting howling flames to rocketjump for Slam 4
Quick action: Draw incendiary grenade
Free quick action: Unpin incendiary grenade grenade
Attack: Throw grenade down throat. Attack: 17 Damage: 19
Boost riding check with feat point for: 12... poo poo.

((i mislabled the damage in Orokos, my bad. the numbers are still right. ))

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

Katerine

The Lady Katerine, bowler hat now slightly askew, found the presence of mind to nod in acknowledgement of Sebastian's apology, though her lips tightened slightly. Whipping about, her hands sketched arcane patterns in the air, sending the sea breezes singing at her command. "Don't think you'll get off so easily," she muttered beneath her breath, directing a deadly wind at the swimming monster off the port side once more. Her nostrils flared as she poured extra effort into the spell.

Boosted Razor Wind the Red Croc!: 3d6+6 16
Boosted Damage Roll: 3d6+10 22
Resultant Fatigue: 3 points

DEF: 14
ARM: 12

fool of sound
Oct 10, 2012
(Blythe unleashes the wrath of Menoth against Chronosaur Blue for 8, 8, and 2 damage! Blythe regains a Might Point!)
(Smalls skewers Chronosaur Purple for 8 damage before Headlocking the creature!)
(Katerine's Razor Wind cuts into Chronosaur Red for 7 damage!)
(Naal impales Chronosaur Red for 10 damage! Naal regains a Feat Point for his Critical! Naal regains a Might Point! Naal regains a Feat Point for style!)
(Hyrule traps Chronosaur Green in the rigging, where it beings to strangulate! Chronosaur Green loses two points of PHY! Hyrule regains a Feat Point for style!)
(Bubba takes out his frustrations on Chronosaur Green for 10 damage! Bubba regains a Feat Point for his Critical! Bubba regains a Might Point!)
(Sebastian pulls the old grenade trick on Chronosaur Orange for 9 damage! Sebastian regains a Feat Point for his Critical! Sebastian regains a second Feat Point for style! Sebastian hangs on but cannot control the beast!)

(Chronosaur Blue's dies of a broken everything! Blythe regains a Feat Point!)
(Chronosaur Red's corpse sinks to the bottom of the lagoon! Naal and Katerine each regain a Feat Point!)

Hyrule slashed the key rope, dancing away from one final snap of glistening fangs. The beast had not paid any mind to the ropes it had stepped through in its quest to devour the old elf, and was now swiftly coming to regret such a lack of discretion as it was drawn up by its thick neck, thrashing like a murderer on a cruel hangman's gibbet. Two giant blue arms wrapped around the struggling animal, the sound of cracking ribs bringing a grin to Bubba's face.

Another monster thrashed in the waters under the wicked blades of Katerine's spell, it's throat glowing as it drew back to respond in kind. Naal's blade stuck true, burying itself deeply in the beast's exposed arcane organ. Naal's mighty muscles carried him through the air back to the Duchess even as the reptile sank, a glowing blue light amidst a cloud of dark blood.

:d:Music:d:


(Chronosaur Purple thrashes at Smalls with its tail! Attack 16, Power 15. Smalls suffers 1 damage to Track 1! Critical Slam activates! Smalls is slammed 6"! Smalls, Biggy, and Katerine are Knocked Down and suffer Collateral Damage! Smalls suffers 1 damage to Track 1! Biggy suffers 7 damage to Track 3, Katerine suffers 4 damage to Track 1!)
(Chronosaur Green struggles but cannot escape its bindings!)
(Chronosaur Orange struggles against Sebastian, activating Time Burst in a panic to Advance an additional 4"!)
(Chonosaur Red fires Chronophage at Hyrule! Attack 16. Hyrule suffers -2 SPD and Def for one round, and may not Run or Charge during his next turn!)

Biggy would have been awed if he weren't so annoyed. The chronosaur had just managed to send Smalls flying with a mighty tail slam, sending his metal companion bowling over his creditor's daughter, and worse, him!

Resting for a moment to examine his handiwork, Hyrule was quiet surprised when a great glob of blue fluid struck him from behind. Although the substance evaporated quickly, he felt the very distinct and memorable sensation of the passage of his personal time being slowed.

Sebastian, on the other hand felt quiet the opposite, gasping for breath as the air was shoved from his lungs from time acceleration, as the enraged and panicking chronosaur thrashed through the water trying to shake him loose. The alchemist managed to look ahead long enough to see something that chilled him to the bone, however: a great bestial shadow rising from the acropolis, certainly large enough to scuttle their ship!

(note that Chronosaurs Blue and Red appearing in these images are new Chronosaurs, roll20 just has a limited color selection)



Battle Special Rules:
---The entire Duchess is considered Open Terrain. The masts are just for effect. Th only exception is the castle in the prow of the ship, which can only be traversed up to by means of the stairs on either side.
---Everything that isn't the Duchess is Deep Water, and requires swim checks.
---The Duchess and everyone aboard it will move 6" forward ever round. Characters may use a Quick Action to Command the captain to make a 45 degree turn in either direction.
---The marines will have the anti-boarding chain guns prepared next round!
---:siren: The Duchess possess broadsides of four light cannons each. With a Quick Action a character may Command the captain to fire the broadside at a particular target. This ability may only be used every other round, and only against enemies in the side arcs of the ship.
---:siren: Duchess' Vitality: 40

Swags
Dec 9, 2006

Hyrule Eyvreyn
DEF: 13-2-2= 9 (+4 with concealment). ARM: 10 (+3 vs. blast, cold, corrosion, fire). FEAT: 1/3.
Current: Spirit crippled. -2 DEF. Cannot upkeep spells.

"Of course you can, my dear boy; it was, as they say, never in question," Hyrule says to Bubba. Wrenching his eyes away from the sight of a trollkin wrestling a time-altered alligator, the old elf sees a burbling shadow that can only be the previously mentioned mother of these enterprising young bundles of fangs and pain. "Oh. Oh no," he breathes out, disbelieving. As if just sailing into the bay could get worse.

"Hard to starboard!" he shouts at the top of his lungs. "Get that chain gun together and have them try to corral those beastly beasties back to their mother's side. I'll help the boys below aim!" The old elf, his injury momentarily forgotten, attempts to bolt and leap the deck stair, but he seems to be moving in slow motion. He lands in a tumble and can only barely lift himself to his feet. "Blast and bedamned," he curses. "It's like dealing with House Vyre." Unable to run down the steps, he instead simply saunters, hating his accursed luck. "Cannons!" he calls down the steps. "Load and prepare to aim larboard! Fire at the big one on my command!"


Hyrule can't do much right now, so he's going to just leave the forecastle and walk to the steps and as far down the steps as possible. He'll tell the captain to turn hard to starboard, and tell the troops to aim to larboard, so hopefully with Aiming + Hyrule's Intellectual bonus they'll get +3 to hit the big guy when he surfaces.

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

Lady Katerine
DEF: 14 ARM: 12 (Immune: Electricity) FEAT: 3/3
Current: Physique crippled. -2 STR.

"Oh confust it--" Katerine manages to get out before the 'jack is flung towards her. Though she is sent tumbling, some force of will permits her to keep her footing, and she resettles her hat atop her head with hands that tremble only slightly. Noting that the chronosaur that attacked the jack looked well injured, she cast about for another target-- and that's when she sees the chronosaurs north of the ship, as well as the shadow in the waves. "That could be problematic," she murmurs, already moving at a swift but ladylike stride along the port rail to stand at the base of the forecastle ladder. At her direction, the winds struck again, this time at the chronosaur off the port rail.

Boosted Razor Wind at Red Chronosaur: 3d6+7 17
Boosted Damage Roll: 3d6+11 26

Result:
Spent one feat point to regain footing without forfeiting movement.
Accumulated 3 fatigue points.

fnordcircle
Jul 7, 2004

PTUI
()
(Naal the Doom Reaver)
(Mighty Points 1 Feat Points 3)
(Def 10 Arm 18 (Base 15 + 3 for Invulnerable))

From his spot back on the ship the sword's urging overwhelmed Naal to swing again but the drive to do so faded with nothing in sight to sink the sword's edge into. Glancing to his left he spies another Chronosaur at the stern of the ship with a few prone figures in the path. Racing over, Naal moves hoping to intercept the beast putting himself between it and his living comrades and preparing for the beast's onslaught.

Yer jack just gonna sit around all drat day? he shouts in Biggy's direction.

(Only action is to move towards Chronosaur Purple and Biggy trying to get between them if possible)
Spend a Mighty Point for Feat: Invulnerable.

(New Mighty Points: 0 New Feat Points: 3)

fnordcircle fucked around with this message at 00:55 on Jan 6, 2015

Garth_Marenghi
Nov 7, 2011

Bubba

mighty points 1, feat points 3
ARM: 7 DEF: 14
You need a hand, Sebastian?
Bubba recognized the hand gesture as an affirmative, unlike the other one these pink ones make with their extra digit.
I've got an idea.
(Bubba backhands the green chronosaur.)
backhand green chronosaur: 2d6+6 15
backhand green chronosaur damage: 3d6+7 16
(Bubba then pulls out his crossbow, ties one end of the rope to a bolt and the other end to the deck.)
tie rope: 2d6+5 10
(Bubba uses a Mighty point for back swing, then fires a bolt at yellow chronosaur)
Crossbow bolt to yellow chronosaur: 2d6+5 9
(If this misses i want to spend a feat point or two to reroll.)
(POW 12)
And Bubba thinks out loud.
I hope that looked as cool as it was in my head.
mighty points 0, feat points 3

Garth_Marenghi fucked around with this message at 04:16 on Jan 6, 2015

Ryuujin
Sep 26, 2007
Dragon God

Blythe the Allegiant of the Order of the Fist
Mighty Points 0/1 Feat Points 2/3
DEF 14 ARM 14


Blythe looks up at the announcement of big momma, grits his teeth and rushes the hanging chronosaur. He runs up its dangling body, slamming his rising knee into its jaw, while simultaneously bringing his elbow down upon the top of its head. As teeth clash and jaws break he continues his ascent up its body. As he reaches its shoulders he kicks down hard and uses the recoil to launch himself up and over it and into the rigging, which he proceeds to run up until he is in a better position to see the mother. He readies himself to launch from where he is to the mother as the ship approaches.

Move up to the nearest chonosaur then Unarmed Attack Flying Fists vs nearest chonosaur 2#2d6+7 12, 13 vs DEF for 2#4d6+5 20, 20 damage. Follow up with a Mighty Point! Unarmed Attack vs current target 2d6+7 16 vs DEF for 4d6+5 23 damage.
Feat Point! Full Advance up the now dead chronosaur and up the rigging to prepare for next round launch at the momma.

Stormgale
Feb 27, 2010


Biggy & Smalls, Jacknife and JAck
Feat Points 1, Fatigue 0/4
Biggs: Def: 16 Arm: 9 Agi: 2/2 2/2 0/1 Phys: 0/2 0/1 0/1 Int: 0/2 0/1 0/1 [Track : Centre : Left Track : Right Track]
Smalls: Def: 11 Arm: 14 Damaged Tracks: 1:2 [Track/Damage]


"Ack watch the feck where you are going you lughead" he said, being cast aside by a hunk of metal, bouncing back up onto his feet with a quick spring loaded mechanism, sliding along the deck for a few feet before resting and throwing out a quickly muttered command phrase, , deploying much larger springs on the back, hydraulics chugging to push him up, swaying with the ship and all ready careening towards the target. The Jack steadied his charging movement, as if filled with righteous vengeance (or simple counterbalance with the swaying ship)

Anyone within 2" of the jack (so 10 ft) gains +2 to Melee attack and damage
Biggs:
Feat point to halve Damage to 4 / Smalls: Feat Point to Get up
Upkeep: 1 Spell
Move: Diagonally Away from purple to free up charge lane, move near to another character for protection
Quick: Power Booster (2/4) Quick: Drive: Charge Quick: Boost Damage

Smalls
Focus: Shake it off still oriented to target
Full Round: Charge purple, Threat range of 10"
Attacks: Charge attacks Spear then Fist (attack:Damage): 2d6+7 12 3d6+11 24 2d6+7 12 3d6+7 17
Damage +2 cause again I keep forgetting to add that

fool of sound
Oct 10, 2012

magnusth posted:

"Sebastian struggled and held tight to the creature's back as time around it changed and blurred and he found that the creature had moved. For a moment, he was at a loss as to his next action, his brilliant analytical mind being of little use on the back of the panicked, thrashing beast, but then an arrow flew past him and lodged itself in the creature's right shoulderblade, a rope tied to the end of it. In a flash, he saw his way out of his predicament. Trying to hold still for a moment, he tore the bandolier from his chest and slung it over the rope, grabbing its ends tight with his right hand. The beast thrashed beneath him and he fell forwards, the ends of the bandolier still clutched tight, and as he fell, he thrust his left hands backwards, towards the creature, and let loose his magic, sending powerful waves after waves towards the creature, and the force of the spell carrying him forward toward the ship, as an inverted, jet-powered zipline. As the ship approached, he braced himself and made ready to grab onto the railing and not simply zipline straight back to the beast. "

Double Boosted Howling Flames 17 Attack, 24 Power
Boosted Nathan Draking 12 (-1 Feat Point)

fool of sound
Oct 10, 2012
(Smalls gets his revenge on Chronosaur Purple for 11 and 4 damage!)
(Chronosaur Green chokes on the ropes! Chronosaur Green loses 2 PHY!)
(Bubba slugs Chronosaur Green for 5 damage! Bubba uses a Feat Point to put a crossbow bolt right between Chronosaur Orange's eyes for 8 damage! Bubba regains a Feat Point for his Critical! Bubba regains a Might Point!)
(Blythe uses Chronosaur Green like a punching bag for 9, 9, and 12 damage! Blythe regains a Might Point! Blythe climbs up into the rigging!)
(Katerine's Razor Wind eviscerates Chronosaur Red for 11 damage!)
(Sebastian roasts Chronosaur Orange for 9 damage! Sebastian lands safely on the deck!)
(The chain guns roar to life, laying down suppressing fire!)

(Chronosaur Purple dies on Smalls' spear! Biggy regains a Feat Point!)
(Chronosaur Orange dies of a crossbow bolt to the heart! Bubba and Sebastian each regain a Feat Point!)
(Chronosaur Green struggles its last on in the rigging! Bubba and Blythe each regain a Feat Point!)

Sebastian landed back on the deck just in time to see the last of the boarded chronosaurs fall to his companions assault. The alchemist felt the ship sway on unnatural waves as it turned, the pure waters of the lagoon swelling and turning dark. Marines yelled commands as their chain guns thundered, tearing across the pristine waters. Then it came.

:siren: New :d:Music:d:


(Chronosaur Red unleashes a Time Burst and Pounce to charge Naal on the deck! Attack 15, Power 26. Naal suffers 8 damage to track 6!)
(Chronosaur Purple spits Chronophage at Blythe! Attack 14. Blythe suffers -2 SPD and -2 Def for 1 turn and may not run or charge during his next turn!)
(The Mother Chronosaur appears in a Terrifying roar! All character (except Naal) must make a Difficulty 15 Willpower test or suffer Anxiety!)
(Mother Chronosaur fires Cannon Breath at the Duchess!! Attack 10, Damage 23. The Duchess suffers 8 damage!! Blythe is caught in the blast! Pow 19. Blythe suffers 5 damage to track 6!)

The roar rocked the ship. The roar shook the mangroves. The roar blasted the water smooth as glass. The mother chronosaur roared to the surface, a battleship of flesh and muscle, scales black and ivory with age. She charged the Duchess maw burning with a blue light that outshone the sun. Her breath struck the ship like a cannon of the line, splintering the hull and turning beams and lashings into a deadly gullet of wooden teeth. Blythe grunted stoically as ship shrapnel pierced his calf, eyes straining to recover from the blinding flash of blue.



Battle Special Rules:
---The entire Duchess is considered Open Terrain. The masts are just for effect. Th only exception is the castle in the prow of the ship, which can only be traversed up to by means of the stairs on either side.
---Everything that isn't the Duchess is Deep Water, and requires swim checks.
---The Duchess and everyone aboard it will move 6" forward ever round. Characters may use a Quick Action to Command the captain to make a 45 degree turn in either direction.
---The chain guns have arrived! They can be commanded with a Quick Action to provide suppressing fire in a particular location or to fire on a particular group of enemies, otherwise they will just do what they think is best.
--- The Duchess possess broadsides of four light cannons each. With a Quick Action a character may Command the captain to fire the broadside at a particular target. This ability may only be used every other round, and only against enemies in the side arcs of the ship.
--- Duchess' Vitality: 32/40

(note: chain guns and cannons fire after the ship has moved, so the momma will be in range of cannons this turn!)

Ryuujin
Sep 26, 2007
Dragon God

Blythe the Allegiant of the Order of the Fist
Mighty Points 0/1 Feat Points 2/3
DEF 14-2 ARM 14


Blythe shakes off the terror that tries to grip him, and catches his breath to regain his vitality. Then he scans the area and shouts out, "Bubba! Can you throw me to the one near the mother?" Then he leaps down toward Bubba so that he can be thrown across the waters and to the chronosaurs.

Once he lands in Bubba's hands and then gets flung toward one of the chronosaurs he lands lightly upon its head and then leaps again before it can react to make the distance to the giant mother instead.

As he lands, hopefully, on the mother he unleashes a flurry of punches into its armored hide.

Willpower 2d6+10 16
Spend a Feat point to use Revitalize and recover 7 Vitality which should take care of all that damage.

Get thrown by Bubba toward Chronosaur Purple!

Maybe spend a feat point on Parry, if necessary to avoid an attack from chronosaur purple as I leap from it.

Jumping 2d6+8 15
Unarmed Attack Flying Fists vs nearest chonosaur 2#2d6+7 14, 12 vs DEF for 2#4d6+5 14, 14 damage. Follow up with a Mighty Point! Unarmed Attack vs current target 2d6+7 13 vs DEF for 4d6+5 21 damage.
Spiral locations for first 3 unarmed attacks against mama chronosaur 3#1d6 3,1,3

Ryuujin fucked around with this message at 05:23 on Jan 8, 2015

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

Lady Katerine
DEF: 14 ARM: 12 (Immune: Electricity) FEAT: 2/3
Current: Physique crippled. -2 STR.

Katerine smiled a cool, calculating smile as the mother chronosaur came into view. Its roar completely failed to faze her; the young lady had faced down the Lecturer in Necrological Studies at university, and in comparison this overgrown lizard was almost cute. Her plan had worked flawlessly: the ship's alteration in course had brought her solidly into view of the small knot of chronosaurs surrounding the mother. Solidly into view... and range.

Static electricity flickered around Katerine, sparking wildly from her insulated suit of armour and grounding itself erratically into small puddles on the deck around her. Both Blythe and Sebastian noticed their hairs prickling on the backs of their necks and the acrid scent of ozone wafting from Lady Montfort as she gathered power. Then, with a swift, almost contemptuous gesture, all of the electricity she had gathered from the air around her struck outward, leaping for the closest chronosaur near the mother. The momentary flash of incandescent radiance washed over the ship, followed only moments later by the deafening CRACK of thunder.

In the silence afterwards, Katerine shouted, her clear voice piercing the ringing in everyone's ears: "That's for trying to eat my ship!" Though she immediately followed that up by taking cover behind the railing, slightly spoiling the effect.

Willpower to resist the roar: 2d6+10 (6+6+10) 22 Critical success!
Boosted Chain Lightning at Purple Chronosaur: 3d6+7 17
Boosted Damage: 3d6+11 24
Lightning arcs to 6 additional targets!
First Arc: Mother Chronosaur
Damage: 20
Hit Location: Track 1
Second Arc: Blue Chronosaur
Damage: 21
Third Arc: Yellow Chronosaur
Damage: 21
Fourth Arc: Pink Chronosaur
Damage: 18
5 Fatigue gained! Katerine must make a Fatigue roll!
Fatigue Roll: 2d6 2
Fatigue Roll failed, but 1 Feat Point spent to invoke Strength of Will and turn it into a success.

Result:
Spent one Quick Action to cast Chain Lightning, boosting Attack and Damage.
Accumulated 5 Fatigue points. 1 will remain at start of next round.
Spent 1 Feat Point.
Generated 1 Feat Point from critical.
Spent one Quick Action to Take Cover.

Quorum fucked around with this message at 02:02 on Jan 9, 2015

Garth_Marenghi
Nov 7, 2011


Bubba
might points 1, feat points 3
ARM: 7 DEF: 14
Feeling the bow shake beneath him Bubba gathers his wits about him.
He takes in a deep breath and flesh and muscle mend themselves.
The quick one asks to be thrown at the mother chronosaur and Bubba can't help to oblige.
Once the little man is airborn Bubba steals himself for the upcoming fight.

Willpower Roll: 2d6+10 17
(1 Might point spent for revitalize, full spiral.)
Throwing Blythe at chronosaur: 2d6+4 15
(1 Feat point for Invulnerability +3 ARM)
final might points 0, final feat points 2
finalARM: 10 (INV) DEF: 14

Garth_Marenghi fucked around with this message at 15:52 on Jan 8, 2015

fnordcircle
Jul 7, 2004

PTUI
()
(Naal the Doom Reaver)
(Mighty Points 0 Feat Points 3)
(Def 10 Arm 15 )

Catching sight of a Chronosaur coming over the railing, Naal's previous training as a soldier kicks in. He turns to face the beast directly and draws the massive Orgoth blade back and across in a heavy, horizontal swing.

"No, I saw it before you spoke!" he bellows to seemingly no one in particular.

Sentry attack against Chronosaur Red: 2d6+9: 18 [2d6=5, 4] (+2 to attack due to proximity to Jack)
Damage roll if it hits: 3d6+13: 29 [3d6=4, 6, 6] (+2 to damage due to proximity to Jack)

(New Mighty Points 1 Feat Points 3)

fnordcircle fucked around with this message at 21:54 on Jan 8, 2015

Stormgale
Feb 27, 2010


Biggy & Smalls, Jacknife and JAck
Feat Points 1, Fatigue 0/4
Biggs: Def: 16 Arm: 9 Agi: 2/2 2/2 0/1 Phys: 0/2 0/1 0/1 Int: 0/2 0/1 0/1 [Track : Centre : Left Track : Right Track]
Smalls: Def: 11 Arm: 14 Damaged Tracks: 1:2 [Track/Damage]


This situation posed quite a conndrum, the sort that would require some right quick thinking... see these werent some simple jacknifes trying to rob the two of them and the big guy wasn't the best swimmer, so what was he going to do if that creepy fella with the wierd magicked sword was going to finish off the last beast on deck. Then he remembered, sometimes you gotta fish up new sorta situations, like his uncle when he did riverfishing... that was how he found a whole steamjack engine he did just ripe for the pickings, so he put his plan into motion. He rushed over, wincing in pain still but using a quick knot to tie around the speartip, pushing Smalls off into a quick run into position, ready to spear them some fish soon.

Anyone within 2" of the jack (so 10 ft) gains +2 to Melee attack and damage
Biggs:
Move to the big lug
Quick to attach spear to Towchain
Quick to let him run for free
Quick for focus point on jack.

Smalls
Run around the Doomreaver and Chronomaster, try to end up close to the edge of the deck and Hyrule.

Swags
Dec 9, 2006

Hyrule Eyvreyn
DEF: 13-2= 11 (+4 with concealment). ARM: 10 (+3 vs. blast, cold, corrosion, fire). FEAT: 1/3.
Current: Spirit crippled. -2 DEF. Cannot upkeep spells.

"Ready yourself, lads, as this is the moment we prove to time-shifted denizens of the great unknown that we know their weaknesses, the maladies from which they hide and dream unrestful nightmares of, and we fully plan to to drive our might and mettle towards that vulnerability with a surety both deadly and decisive." The sailors look at him aghast, for he used words with more than two syllables, and some have even gone cross-eyed. The old elf sighs. "Searing bullets and exploding shells! Let us fill the beast with a full blast! Cannonade, ready!"

"Aim! Water-level, boys! We're going to blow this saurus to pieces!"

He knew now how Vyros was said to feel. He'd never met the commander, only his idiot younger brother who no one ever trusted and was often too far into his cups, but the Incissar was said to be able to hinge an entire battle on his command, or lack of one. The lack of one rings true for Hyrule right now. The sailors, prepped and primed and terrified, had at least listened to him. And now they waited, matches held high, for his command. Why did everything seem so quiet? Everything seemed so quiet. He didn't even need to shout the last word.

"Fire."

There's the thunderous retort, but thankfully it happens a half-second after he has the mind to plug his ears. He taps the cabin boy on the shoulder and begins walking upstairs. "Make sure they reload well. I'll be back down in a second." And up on the deck, he does the same thing.


Telling the guys at the cannon to aim and fire. That should give them a +3 to hit (+2 aiming, +1 Intellectual).

I'd then like to give the same thing to the chain gunners upstairs. I should be able to Swift Action command to aim/fire, Move Action to the chain gunners, and Swift Action command to aim/fire.

fnordcircle
Jul 7, 2004

PTUI
()
(Naal the Doom Reaver)
(Mighty Points 0 Feat Points 3)
(Def 10 Arm 18 (Base 15 + 3 from Feat))

The chronosaur summarily dispatched just as its gaping maw stood poised to deliver a heavy blow the world turned red yet again and the urge to keep swinging the blade became too tantalizing to overcome. As quickly as the feeling came on it ebbed with no suitable target in sight.

The jack thumping along the deck towards the large beast drew Naal's attention towards the ship's fore and moved in a similar direction,

The sight of the gargantuan beast ahead drew a curse to Naal's lips. "Morrow be damned...we ain't gonna make it."

Naal braces for the onslaught.

(Naal takes a quick action to "Take Cover" and advances towards the front of the ship.)
(Naal spends a mighty token for Feat:Invulnerable)

fnordcircle fucked around with this message at 18:56 on Jan 9, 2015

Magnusth
Sep 25, 2014

Hello, Creature! Do You Despise Goat Hating Fascists? So Do We! Join Us at Paradise Lost!


Sebastian
Feat Points: 3
Def/Arm: 13/11
Sebastian Landed on the deck, struggling to remain standing, when he heard the mother's bellow. It rocked through him, but however strange and terrible it was, and however strange the monstrosity which birthed it, he knew that such things could be conquered by the light of SCIENCE! He sprinted across the deck and saw the elf give orders. Soon, the cannons would roar against this great unknown and so would the fire of industry consume it. However, that might well take more than a single volley, and the beast might attack them before their second attack. However, while he probably could not hurt the beast, he might be able to scare it off, or stop its spawn from attacking the boat, with a curtain of fire. Such a wall, however, would not be easy to maintain and he steeled his mind against the coming exhaustion as he waited for the cannon's roar, ready to let lose and send wave after wave of fire across the water in a standing curtain of fire.

Rolls and actions:
Willpower check: 17
Movement: Cross the deck
Quick action one: Cast Wall of fire
Quick action two: Cast Wall of fire
Free quick action: Cast Wall of fire
I've got 6 fatigue tokens, and i need to roll 2+ on 2d6 for fatigue.

fool of sound
Oct 10, 2012
(Katerine wreaks havoc with Chain Lighting! Chronosaur Purple suffers 9 damage! Chronosaur Blue suffers 6 damage! Chronosaur Yellow suffers 6 damage! Chronosaur Pink suffers 3 damage! Mother Chronosaur suffers 0 damage!)
(Bubba takes home gold in the monk toss! Bubba regains a Feat Point for style!)
(Blythe lands a flying flurry on Mother Chronosaur for 0, 0, 1 damage! Blythe regains a Might Point! Blythe regains a Feat Point for style!)
(The Duchess unleashes a cannonade! Attack 11, 17, 16, 12; Power 19, 21, 22, 19; Hit Locations 5, 5; Mother Chronosaur suffers 0, 1, 2, 0 damage! Chronosaur Purple caught in all four blasts! Chronosaur puple suffers 2 damage!)
(The marines fire the chain guns at the Chronosaurs! 5 shots! Attack 15, 19, 14, 20, 15; Power 16, 18, 16, 21, 17; Chronosaur Purple suffers 1, 3, 1 damage! Chronosaur Yellow suffers 6, 3 damage)

(Chronosaur Red is cut down before it can even make an attack! Naal and Katerine each regain a Feat Point!)
(Chronosaurs Purple and Yellow die in a hail of lightning and gunfire! Katerine and Hyrule each regain two Feat Points!)

Blythe dashed across the great monster's face as the cannons exploded behind him. He felt the shock impact run through his body as he struck with several precision strikes into the mighty lizard's ear canal; certain death in smaller creatures. Smoke poured across the beast in the aftermath of the blast, and chain gun shot tore across the lagoon as Blythe's small smirk of triumph turned into something closer to horror. The mighty cannons had done little more than bloody the monster's eye! The clear secondary lense flicked slowly open across the injure orb, and the creature unleashed another primal bellow.

:d:Music:d:


(Chronosaur Blue fire Hammer Breath at Naal! Attack 13, Power 17. Naal suffers 2 damage to track 2 and is pushed 1".)
(Mother Chronosaur creates a Temporal Vortex! Katerine, Sebastian, Bubba and Hyrule are caught in the spray! Katerine, Bubba, and Hyrule are hit!. Katerine and Hyrule are Pushed 5", Bubba is Pushed 1". Katerine, Bubba, and Hyrule suffer -2 SPD and Def for 1 turn, and may not run or charge during the next turn! Katerine is dragged through a Fire Wall! Katerine suffers 4 damage to track 2. No Fire continuous effect due to water. Katerine is dragged into attack range, Mother Chronosaur may make Bite attack! Attack 12, Power 22. Katerine suffers 10 damage to track 1.)
(Chronosaur Pink leaps onto the deck and fires Hammer Breath at Naal! Attack 13, Power 19. Naal suffers 4 damage to track 4 and is Pushed 2")
(Bubba may make a Difficult 12 AGL test to avoid falling into the lagoon. Katerine and Hyrule must make Swimming tests during their turn, as must Bubba if he falls in. You can climb back onto the ship if you are in base contact and forfeit your Attack and Quick actions.)

The world dimmed as the mother chronosaur inhaled, the force of its lungs like a hurricane. Hyrule was the first to notice the tiny blue sparks rushing past him, into the chronosaur's gaping maw, as shoute out a warning, a warning that came too late. Already made vulnerable by the chronosaur's time magic, Lady Katerine was dragged out to sea, through the walls of flame Sebastian has intended as a defense, and into the mighty reptile's hungering gullet. Hyrule could only watch helplessly, sputtering water, as the beast bit down on the poor girl. Her screams echoed across the lagoon.



Battle Special Rules:
---The entire Duchess is considered Open Terrain. The masts are just for effect. Th only exception is the castle in the prow of the ship, which can only be traversed up to by means of the stairs on either side.
---Everything that isn't the Duchess is Deep Water, and requires swim checks.
---The Duchess and everyone aboard it will move 6" forward ever round. Characters may use a Quick Action to Command the captain to make a 45 degree turn in either direction.
---The chain guns are here! They can be commanded with a Quick Action to provide suppressing fire in a particular location or to fire on a particular group of enemies, otherwise they will just do what they think is best.
--- The Duchess possess broadsides of four light cannons each. With a Quick Action a character may Command the captain to fire the broadside at a particular target. This ability may only be used every other round, and only against enemies in the side arcs of the ship.
--- Duchess' Vitality: 32/40

Garth_Marenghi
Nov 7, 2011


Bubba
might points 1, feat points 3
ARM: 7 DEF: 12

Whoah, whoah, whoah.
Bubba waves his arms in the air but manages to keep his footing. He grabs some rope wraps it around his arm and tosses the other end to the benefactor's daughter. Hopefully the old man would be able to grab on as well.
Now to take out some anger. Bubba decides to give the closest chronosauer the old one-two. Then brace himself for what comes next.

AGL roll to stay on boat: 2d6+4 12
rope use: 3d6+5 21 boosted 1 FP
punch pink: 2d6+6 14
damage pink: 3d6+7 19
(Spend might point to back swing)
punch pink again: 2d6+6 14
damage pink: 3d6+7 18
(1 FP for invulnerable.)
ARM: 10 DEF: 12

Garth_Marenghi fucked around with this message at 02:50 on Jan 10, 2015

Stormgale
Feb 27, 2010


Biggy & Smalls, Jacknife and JAck
Feat Points 1, Fatigue 0/4
Biggs: Def: 16 Arm: 9 Agi: 2/2 2/2 0/1 Phys: 0/2 0/1 0/1 Int: 0/2 0/1 0/1 [Track : Centre : Left Track : Right Track]
Smalls: Def: 11 Arm: 14 Damaged Tracks: 1:2 [Track/Damage]


So this big arse beast was almost killing some of them, I mean that would mean more share of the loot for the both of them but it'd also mean less people to make sure Biggy had a safe and pleasant exploration... so he supposed he should save them "Oy you, bloody bastard with the bleeding great sword, do what you are good for and go kill that thing!" he said, throwing out some more commands to smalls "Aim... be quick... do what you can and make sure you don't fall of the boat" he said as he made a quick calculation for the jack "No Higher, lower left... no... gently caress it just throw the thing" he said with a groan, quickly leaping behind the deck of the boat in case that pissed the thing off.

Anyone within 2" of the jack (so 10 ft) gains +2 to Melee attack and damage
Biggs:
Move towards the big lug
Quick to Boost Ranged Attack
Quick to Power boost
Quick for Taking cover

Smalls
SPEAR OF THE HEAVENS:
Spear throw + damage (Boosted rat, flat str damage): 3d6+5 12 3d6+7 14 +2 to hit for aiming from what I rolled, spending focus to boost damage
Spending other hand to grab onto the boat for DEAR LIFE

fnordcircle
Jul 7, 2004

PTUI
()
(Naal the Doom Reaver)
(Mighty Points 0 Feat Points 3)
(Def 10 Arm 18 (+3 from Feat: Invulnerable))

Being knocked around twice by the creatures was enough to incite Naal's rage but the little gobber barking orders was more than he could take. Even if the knee high bastard was on to something. After shaking his head to clear off the cobwebs and swallowing his pride Naal races across the deck towards the railing over which the fancy Cygnaran woman had taken a spill. Mere seconds after the Jack's spear toss stuck true Naal jumps up, bringing his sword over the spearline and releasing his chained hand's grip on the sword in order to use it for a rapid descent towards the mammoth horror thrashing above the water surface.

The words "Yeah, I fuckin' regret this too!" escape his lips as he careens down the line to let go at the last second and deliver a swing down onto the mighty beast.

Charge attack against Momma: 2d6+7: 11 [2d6=2, 2]
Charge damage against Momma: 4d6+11: 27 [4d6=6, 3, 2, 5]
Location roll for damage against Momma:: 1d6: 3 [1d6=3]

Landing unsteadily onto the beast after delivering the strike, Naal braces himself for the onslaught.

Spend a Feat Point for Feat: Invulnerable
Spend a Feat Point for Walk It Off = 1d3+1: 4 [1d3=3]

( New Mighty Points: 0 New Feat Points: 1)

fnordcircle fucked around with this message at 02:05 on Jan 10, 2015

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

Lady Katerine
DEF: 14-2-2=10 ARM: 12 (Immune: Electricity) FEAT: 3/3
Current: Physique, Agility, and Intellect crippled. -2 STR, -2 ATK, -2 DEF, cannot upkeep spells.

FEAT: Spent one Feat Point to take only 2 damage from the fire wall.
FEAT: Spent one Feat Point to take only 5 damage from the bite.

Her mind swiftly descending into the icy grip of shock, Katerine barely avoided going limp and drowning through sheer effort of will. Her vision clouded by crimson blood streaming from wounds on her head, and her armor weighing her down, it was all she could do to attempt to remain afloat. Fortunately, she managed to blindly latch onto a nearby board jettisoned from the ship, and clutching to it for dear life, began to swim with all her fading strength for the safety of the Duchess.

Swim Check: 2d6+2 11 (Result: Can swim at half speed, currently 2.5")

Though the mother chronosaur bit in her direction, Katerine summoned up a swirl of wind to propel her just far enough out of the monster's reach to avoid the snapping of its enormous jaws. Hearing a splashing sound nearby, she reached out, grasping hold of a rope. The sensation of the rough material in her hands was glorious, and she would have laughed had there not been a colossal chronosaur almost within biting range; instead, she hauled herself with all of her strength back towards the ship. Her mind was already clearing, and she paused to make a rude gesture in the direction of the mother chronosaur, aiming a current of slicing wind in its direction-- just in case.

FEAT: Spent one Feat Point to Parry any free strikes this round.

Razor Wind: 2d6+6 11
Boosted Damage 3d6+11 24
Hit Location: 4

Result:
Spent three Feat Points.
Accumulated three Fatigue Points. Will eliminate all Fatigue at start of next round.

Quorum fucked around with this message at 20:39 on Jan 10, 2015

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Ryuujin
Sep 26, 2007
Dragon God

Blythe the Allegiant of the Order of the Fist
Mighty Points 0/1 Feat Points 3/3
DEF 14 ARM 14


Blythe frowns as most of his blows simply bounce off the mother's armored hide. But he isn't about to let that stop him and he continues his assault upon the massive aquatic monstrosity.

Unarmed Attack Flying Fists vs nearest chonosaur, with spiral locations 2#2d6+7 11, 12 vs DEF for 2#4d6+5 15, 17 damage to 2#1d6 5 and 2 spiral locations. Follow up with a Mighty Point! Unarmed Attack vs current target, with spiral location 2d6+7 16 vs DEF for 4d6+5 19 damage to the 1d6 3 spiral.

Rerolls for possible RNG tomfoolery:

Unarmed Attack Flying Fists vs nearest chonosaur, with spiral locations 2#2d6+7 17, 16 vs DEF for 2#4d6+5 16, 17 damage to 2#1d6 5 and 3 spiral locations. Follow up with a Mighty Point! Unarmed Attack vs current target, with spiral location 2d6+7 13 vs DEF for 4d6+5 20 damage to the 1d6 6 spiral.

Ryuujin fucked around with this message at 04:52 on Jan 11, 2015

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