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Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


New Force Score is 4. yay.
Oh wait Advantage! 2d8 and the dice gods love me now, for some reason since I got a 13 such a huge swing.
Random recovery is 2 so Armoured Challenge.


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  2/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | Any + 1 | 1W      (target is stunned until the end of its next turn)  [X]
Armoured Challenge       | Melee     | S + 1   | 2W | W (foe cannot use move until end of its next turn)  [_]
Knight BAttack 2         | Melee     | S + 1   | 2W | P  (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | S + 3   | 2W | W  (if used in response to AoE, all behind me are unaffected) [X]
Interrupt
Knight BInterrupt 2      | Melee     | S + 2   | 2W | P  (Adversary is knocked prone)                [X]

Ryuujin fucked around with this message at 21:33 on Jun 5, 2017

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slap me and kiss me
Apr 1, 2008

You best protect ya neck
The Sargent angrily charges, forcing his way through the razorgrass, leaving him covered with a multitude of oozing cuts.
Sargent moves to E6. Sargent suffers one damage!

The Sargent attacks Autumn with Gutting Slice, FS 5 + 4 = 9.
Autumn counters with Rogue TCounter1, FS 2 + 4 + 3 = 9.

The Sargent interrupts her attack with Ruinous Smash, FS 5 + 7 = 12.
Autumn suffers 2 damage.

Autumn is up!


Combat Block posted:

:o:Sargent
Init: 13
FS: 5
Actions: Move (E6), Engage (Autumn)

:hist101:Autumn Somerset
Init: 9
FS: ?

Endral Goldshadow
Init: 7
FS: ?

Hearth Stonewall
Init: 6
FS: ?

Knife
Init: -
FS: -
Actions: Morale broken. Fled.


[image to come]

slap me and kiss me fucked around with this message at 18:32 on Jun 5, 2017

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Round 4: Force Score: 2d6 (1+1) = 2 :suicide:


Autumn Somerset

Deftly side-stepping the lunging stab, Autumn unfortunately spins directly into a backhanded pommel smash.
She uses the momentum to turn and run.

Tcounter1 gets Interrupted; net result, Autumn takes 2 damage, then double-moves to i-14



-------

pre:
Autumn Somerset
Fey Merchant Rogue (Trapper) Adventurer

Attributes
Str:    0  Frt: 1  Prs: 1
Rsp:    4  Wit: 0
Speed:  6

Essentials
Tier Die     2d6                              HP          53/9
Initiative   2d6 + 4                          Resistance  1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 4 (easy)  Reserve     7/7
Refresh Pool 0

Species/Background/Class Features
Penetration when you attack with Advantage + Light Melee Weapon

Weapon
Name                Type                Dmg Rch Rng    E
Light Missile Weapon 	| One-handed, Ranged | 1 | 1 | 5    (*)
Light Melee Weapon	| One-handed, Melee  | 1 | 1 | 0    (*)
>Competency: Nimble and Quick
(entering threatened range does not provoke engagement)
(No reprisal if you haven't attacked an adjacent adversary)

Armour
Name          Resp Res     E
Light Armour | 0  | 0/1     (*)

Combat Powers
Name                      Range       Force     Dmg  	Eff 	Bonus     	                             	          U
(a) Jarring Hook	| Ranged	| R + 1	| 1W	| (move target 2 spaces)				[_]
(c) Rogue Fcounter2	| Melee	| R + 2	| 1W	| Pr    (move 2 space after engagement without reprisal)		[X]
(c) Rogue Tcounter1	| M/R	| R + 3	| 1W	| Frt (after engagement, make RBA as free action)		[X]
(a) Devious Snare	| Ranged Z1	| R + 1	| 1W + 1 	| Str  (Knockback 1 + prone, hard save)			[_]
(free) Leaf's Whisper	| Ranged 5	| -	   | - 	 | (imposes Surprised on one adversary, start of encounter)	[_]
(c) Trading Fortune	| Melee	| Any + 3   | 1W 	| (move 1 square after attacking, without reprisal)		[_]
(a/c/i) [Basic CM]	| Melee	| Any + 0   | 1W 	| [Renew]						[_]

P.d0t fucked around with this message at 07:20 on Jun 6, 2017

Subjunctive
Sep 12, 2006

✨sparkle and shine✨


Endral Goldshadow


Initiative: 2d6+1 8
Force Score: 2d6 4
refresh: 1d2 1 = Draw the LIne Here


Endral grimaces as Autumn takes a worrying blow, and lays into the Sergeant as he recovers from his swing.

Draw the Line Here = 4 + 4 + 1 = 9.

pre:
HP           8/10   Resistance  0/1
Refresh Pool 0      Reserve     8/8

Name                        Range       Force     Dmg  Eff Bonus                                            U
BCM (RV)                   | Melee     | Any + 0 | 1W |                                                    [_]
Shadows Take You (move)    | Z1 R5     |         |    |    (teleport enemy I struck to shadow zone)        [_]
False Step (I)             | Melee     | Any + 2 | 1W |    (move enemy 1sq before attacking. no reprisal)  [_]
Draw the Line Here         | Melee, Z2 | P + 1   | 1W | S  (ally moving to adv gains +2 spd on next move   [X]
Drive Them Before Us (C)   | Melee, Z5 | P + 3   | 1W | W  (1 ally gains Knockback 1 on next Combat Power) [X]
Oracle BInterrupt 1 (I)    | Melee, Z3 | P + 2   | 1W | F  (if win eng., ally in Z gains Edge)             [_]
By My Example              | Melee     | P + 1   | 1W | F  (1 ally gains Adv. on next turn)                [_]

Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


Hearth moves up to the sergeant raising a mighty stony fist and goes about rocking his world, in a quite literal way, preventing him from moving away from Hearth anytime soon.

Move to D5.
Use Armoured Challenge on the Sergeant, Force 13+S 3+1 gives total Force of 17. For 2W damage and my foe cannot use a move action on his next turn. Wit roll would be 3 lower if we were still doing that, but I don't think we are and I think it would have passed either way.


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  2/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | Any + 1 | 1W      (target is stunned until the end of its next turn)  [X]
Armoured Challenge       | Melee     | S + 1   | 2W | W (foe cannot use move until end of its next turn)  [X]
Knight BAttack 2         | Melee     | S + 1   | 2W | P  (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | S + 3   | 2W | W  (if used in response to AoE, all behind me are unaffected) [X]
Interrupt
Knight BInterrupt 2      | Melee     | S + 2   | 2W | P  (Adversary is knocked prone)                [X]

slap me and kiss me
Apr 1, 2008

You best protect ya neck
With Hearth's tremendous blow, the Sargent slumps to the ground, defeated.

Combat has finished!

- Refresh all exhausted powers
- Reset your resistance
- Top up HP from Reserve

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
:siren: updated to 005



Autumn Somerset

With a laboured cough, Autumn can be seen holding her side as she spits up a mouthful of blood.
A meek whimper escapes her as she shambles back over to the rest of the group.


-------

pre:
Autumn Somerset
Fey Determined Peddler Rogue (Trapper) Adventurer

Essentials
Roll Bonus:    + 2
Tier Die     2d6                              HP          38/8
Initiative   + 2                          Resistance  1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     70/6
Refresh Pool 0

Species/Background/Class Features
>Fey:
Speed:  6
>Rogue: 
(Edge while engaging an opponent: exhaust a power to use an Interrupt power in place of an attack power)
(light weapon: exhaust a third combat power of any type to inflict its damage (but not effect) on top of the Interrupt)

Weapon
Name                Type                Dmg Rch Rng    E
Light Missile Weapon 	| One-handed, Ranged | 1 | 1 | 5    (*)
Light Melee Weapon	| One-handed, Melee  | 1 | 1 | 0    (*)
>Competency: Nimble and Quick
(No reprisal from movement if you haven't attacked adjacent adversary)

Combat Powers
Name                      Range       Force     Dmg  	Eff 	Bonus     	                             	          U
(a) Jarring Hook	| Ranged	| + 1	| 1W	| (move target 2 spaces)				[_]
(c) Stealthy Escape	| Melee	| + 3	| 1W	| (move 2 space after engagement without reprisal)		[_]
(c) Hidden Blade	| M/R	| + 3	| 1W	| (after engagement, [TH] within range, free action)		[_]
(a) Devious Snare	| Ranged Z1	| + 1	| 1W + 1 	| [Trap]  (Knockback 1, prone on hard save)			[_]
(free) Leaf's Whisper	| Ranged 5	| -	| - 	| (imposes Surprised on one adversary, start of encounter)	[_]
(c) Deft Negotiation	| Melee	| + 3   	| 1W 	| (move 1 square after engagement, without reprisal)		[_]
*Tenacious Heroism	| M/R	| + 0   	| 1W 	| [Renew]						[_]

P.d0t fucked around with this message at 21:11 on Jun 9, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Here rests an interlude, where everyone gets to update their characters to the Playtest 005 rules

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Your inspection of the campground reveals two captured prisoners, an Insectoid and a Fey.


Welcome Plutonis and Relentless

Plutonis
Mar 25, 2011



Azil Azran

"G'day! I'd like some help getting out of here if you please!" Azil shakes his head, trying to point at the bindings wrapping his arms and legs together. "This is a terrible place to run a caravan. isn't it?."

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Autumn Somerset

Hobbling over to the captives, Autumn works to untie the other Fey, proffering, "they didn't seem to keen to take us prisoner; what makes you so special?"

Subjunctive
Sep 12, 2006

✨sparkle and shine✨


Endral Goldshadow

"Special or not, we should get them freed and to safety. Our attackers might not have been travelling alone."


Updated character sheet


Subjunctive's Character Sheet

pre:
Endral Goldshadow
Echthroi Criminal Oracle (Inspiration) Adventurer

Speed:  6

Essentials
Roll Bonus   2
Tier Die     2d6 (+ 2)                             
Initiative   2d6 + 2                          
Saving Throw 2d6 + 0 (hard) / 2d6 + 4 (easy)  
HP           10/10  Resistance  1/1
Refresh Pool 0      Reserve     6/8


Virtues and Flaws
Virtues: Always a fair deal, Never leave a man behind, Tithing
Flaws: Acquisitive, Quick to judge, Sucker for a pretty face

Virtue Track [_][_][_]
Flaw Track   [_][_][_]

Species/Background/Class Features
When using an Oracle Power, adjacent non-dying ally can move 1 per tier from Rsv to HP

Influences: Contact 1 Inventory 2 Research 1

Weapon
Name                Type                Dmg Rch Rng    E
Light Melee Weapon | One-handed, Melee | 1 | 1 | 0    (*)
Shield (resist 1)  | One-handed, Melee | 1 | 1 | 0    (*)

Armour
Name          Resp Res     E
Light Armour | 0  | 1     (*)

This is Pretty Light: Once per round, while engaged with an enemy you may change your position to
                      another free space adjacent to that enemy as a free action.

Skill Equipment
Name                Type       Circumstances  Pot   E
Grit and Toughness | Physical | Slums        | 1   (*)

Combat Powers
Name                        Range       Force   Dmg   Bonus                                            U
BCM (RV)                   | Melee     | +0   | 1W |                                                  [_]
Shadows Take You (move)    | Z1 R5     |      |    |  (teleport enemy I struck to shadow zone)        [X]
False Step                 | Melee     | +2   | 1W |  (move enemy 1sq before attacking. no reprisal)  [X]
Onward, Heroes             | Melee     | +1   | 1W |  (one ally gains Advantage on next turn)         [X]
Fury of the Righteous (C)  | Melee, Z5 | +3   | 1W |  (if win eng., ally in Z gains Adv)              [X]
Draw the Line Here         | Melee, Z2 | +1   | 1W |  (ally moving to adv gains +2 spd on next move   [_]
By My Example (I)          | Melee     | +2   | 1W |  (if win eng., ally in Z gains Edge)             [X]

Non-Combat Powers
Name                        Force Dmg Bonus                                                      U
Tenacious (RV)             | +0 | 1S                                                            [_]
When a Plan Comes Together | +0 | 1S  (if force score is even, don't discard R/I used to boost) [_]
Preparation Pays           | +2 | 1S  (can spend R/I of ally as if my own)                      [_]
The Mob Listens            | +2 | 1S  (if skill contest is social, have Edge)                   [_]

slap me and kiss me
Apr 1, 2008

You best protect ya neck


Captives rescued, you and your new comrades press on to the village, captured Sargent in tow. It is not longer before the precarious palisade, timbers pitted and rotting, appears amongst the trees. You have arrived at the refuge village of Chael Hollow, scant few survivors of a once-mighty caravan.

Detail resolves as you draw nearer. Between the foreboding trees you can make out a few stone buildings that tower over the wall. Their construction brings you hope; only a talented Formian could shape the stone this far from the stonemasons and supplies of the gate of Thrones.

Your hopes for comfortable quarters recede with each passing moment. The stone is not new, nor is it sturdy. Large cracks traverse the buildings, resembling the shattering of an egg. Moss and vines run wild across the damaged walls, and not one of the structures has an intact roof.

You are greeted at the gate by Xvkr'll, the Burgomeister, and several nervous members of the town militia, each outfitted with little more than stout hats and sharpened spears. Movement above catches your eye, and as you cast your gaze upward, you spy several more militia perched atop the palisade.

Xvkr'll's voice echoes through your minds as the Insectoid addresses the lot of you.
“Declare yourselves, strangers. How have you come to us so soon after the opening of the Passage?”

slap me and kiss me fucked around with this message at 03:56 on Jun 13, 2017

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Autumn Somerset

"In short? Necessity is the mother of invention. We didn't have much choice but to move really fast."

Plutonis
Mar 25, 2011



Azil Azran

"Who knows, maybe the brigands wanted to cook the two of us later." Azil quips to Autumn.

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Ryzzxx

Easy, brother. I am Ryzzxx of the Undertree Hive. We mean you no harm.

pre:
Insectoid Criminal Knight (Shielder) Adventurer

Speed 6

Essentials
Tier Die     2d6                              HP          12/12
Initiative   2d6 - 1                             Resistance  3/3
Saves 2d6 + 0  (hard) / 2d6 + 2 (easy)  Reserve     9/9
Refresh Pool 0
Roll Bonus +2

Virtues and Flaws
Virtues Protective, Determined, Loyal
Flaws Overconfidant, Kleptomaniac, Lacking Forethought
Virtue Track [_][_][_]
Flaw Track [_][_][_]

Species/Background/Class Features
All Knight Powers have the Bodyguard Feature: Powers with this tag can be used to respond to attacks made against other characters. To use this feature, a character must be adjacent to the target of the attack.

Influences
Inventory 2 Contact 1 Research 1

Weapon
Light Melee Weapon One-Handed Melee | Reach 1 | Range 0 | Damage 1

Armour
Heavy Armour | Response -1 | Resistance 2
Shield | Response 0 | Resistance 1
Steadfast Heavy Armour | All forced movement effects imposed on you are reduced to 0 unless you choose otherwise.

Skill Equipment
Grit and Toughness | Physical | Slums | Skill Potency 1   (*equipped*)


Combat Powers
Basic Combat Manoeuver - Melee/Ranged (Versatile) - Force Score [Any + 0] Damage 1W
Queen's Leap | Move up to your speed. At any point during the move, you may leap up to three squares, bypassing terrain (and adversaries) underfoot. This does not extend your movement range.
False Step | Melee | Force +2 | Damage 1W | Immediate: Move an enemy one square before attacking. Does not trigger a Reprisal.
Valorous Stand Melee | Force +1 | Damage 2W | Your foe loses an Edge on all engagements not involving you until the end of its next turn.
Frantic Shielding Melee Interrupt |  Force +3 | Damage 2W |  Immediate: If you have an unspent action this turn, you may use it to move up to your speed before using your bodyguard class feature.
Righteous Saviour Melee Counter | Force +1 | Damage 2W | Immediate: If you have an unspent action this turn, you may use it to move up to your speed before engaging with your target,
so long as that target has engaged with one of your allies this turn. If this attack is successful, your target is stunned.
Overwhelming Gauntlet Melee Interrupt | Force +2 | Damage 2W | Adversary is knocked Prone.



Non-Combat Powers
Tenacious - (Versatile) - Force Score [Any + 0] Skill Potency 1S [used]
When A Plan Comes Together | Force + 0 | Skill Potency 1S | If the total Force Score of this Skill Contest is even, do not discard Research or Inventory spent to boost your total.
Preparation Pays | Force +2 | Skill Potency 1S | You may spend the Research and Inventory Influences of one ally as if they were your own. Used Influences are deducted from your ally's totals.
Knight's Pride Force +1 | Skill Potency 1S | If this skill contest is Physical, you have an Edge.

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Xvkr'll regards the lot of you with an unblinking gaze. Seconds tick past, and the anxious guards fidget nervously.

Finally, the Insectoid stands aside, waving back the militia.

"I have never known one from the Undertree Hive to lie, and you do not bear the markings of the Brigands which plague our place. You are welcome, guests."

The palisade's dilapidated gate swings wide, and you are granted entry to Chael Hollow.

To characterize the village before you as ramshackle would be generous. Xvkr'll leads you inside, and points to one of the few buildings that appears to be in good repair.

"You may rest there. I would speak to you tonight about your arrival."

slap me and kiss me
Apr 1, 2008

You best protect ya neck
blah blah blah, a bunch of stuff happens


Artist Credit: Mike Schley -http://www.mikeschley.com/

You're all in the kitchen when you hear the noise. The soft clank of metal on metal, the hushed footsteps, and the heavy breathing of anxious soldiers.

You're about to be attacked by person or persons unknown.

Let me know where in the Kitchen you'd like to start. I'll also need a Tier Die roll from each of you for the first round. Desperation is currently Composed.

We're using the Initiative Stack mechanic from 005, so discuss amongst yourselves how you'd like to proceed with your bid.

Plutonis
Mar 25, 2011



Azil Azran

"That's kind of unexpected, isn't it? Oh well, I'm not letting anyone take me again by surprise!"

Will start at I-5.
Tier Die: 2d6 6


pre:
Essentials
Tier Die     2d6                              HP          6/6
Initiative   2d6 + 0                        Resistance   1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     5/5
Refresh Pool 0
Roll Bonus +2

Virtues and Flaws
Virtues  Quick-Witted, Kind, Stylish
Flaws  Untrustworthy, Lazy, Flirty
Virtue Track [_][_][_]
Flaw Track [_][_][_]

Species/Background/Class Features
> 1
> When using a Hedge Wizard power, create a zone of difficult terrain (Zone 1) at Range 5 that lasts until EOTN.

Influences
Contact 1 Inventory 3 Research  0

Weapon
Talisman (1H), Damage 1  Reach 1  Range 10


Armour
Light Armour Response 0  Resistance 1 

Skill Equipment
Prodigiuous Research | Knowledge | Deep Wood | 1

Combat Powers
Leaf's Whisper (FA) | 5 Range | - | 0 Damage | At beginning of combat, surprise one enemy.
Deft Negotiation (C) | Melee | +3 Force | 1W | May move one square, not subject to reprisal.
Thus Calms The World | Range 4 Zone 2 | +1 Force | 1W | Difficult Terrain in zone does not hinder allies until EOTN.
Darkness Reigns | Melee Zone 1 | +1 Force | 1W |  Combatants on Zone are blinded until EOTN.
Wall of Thorns | Range 5 Gout 2 | +1 Force | 1W | Path of the Gout becomes difficult until EOTN.
Rippling Grass (C) | Range 5 Zone 2 | + 3 Force | 1W | Response, One adversary in Zone is knocked prone.

Non-Combat Powers
Trading Fortune | +1 Force | 1S Potency | For every 1 Inventory spent, provide +1 to ally on a contest
Wise Investment (C) | +1 Force | 1S Potency | May trade 2 Inventory for 1 Contact influence.
Wisdom of the Sky (C) | +2 Force | 1S Potency | If skill contest is Research, gain Edge.

Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


"Really? Such a waste of life."

Start in J7.
Tier Die 2d6 4


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  3/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | Any + 1 | 1W      (target is stunned until the end of its next turn)  [_]
Armoured Challenge       | Melee     | S + 1   | 2W |  (foe cannot use move until end of its next turn)  [_]
Righteous Saviour        | Melee     | S + 1   | 2W |   (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | S + 3   | 2W |   (if used in response to AoE, all behind me are unaffected) [_]
Interrupt
Overwhelming Gauntlet    | Melee     | S + 2   | 2W |   (Adversary is knocked prone)                [_]

Ryuujin fucked around with this message at 19:39 on Jun 25, 2017

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Ryzzxx


Huh? What? Why?

Start in B6.

Tier Die 2d6 7


pre:
Insectoid Criminal Knight (Shielder) Adventurer

Essentials
Tier Die     2d6                              HP          12/12
Initiative   2d6 - 1                             Resistance  3/3
Saves 2d6 + 0  (hard) / 2d6 + 2 (easy)  Reserve     9/9
Refresh Pool 0
Roll Bonus +2 Speed 6


Combat Powers
Basic Combat Manoeuver - Melee/Ranged (Versatile) - Force Score [Any + 0] Damage 1W
Queen's Leap | Move up to your speed. At any point during the move, you may leap up to three squares, bypassing terrain (and adversaries) underfoot.
This does not extend your movement range.
False Step | Melee | Force +2 | Damage 1W | Immediate: Move an enemy one square before attacking. Does not trigger a Reprisal.
Valorous Stand Melee | Force +1 | Damage 2W | Your foe loses an Edge on all engagements not involving you until the end of its next turn.
Frantic Shielding Melee Interrupt |  Force +3 | Damage 2W |  Immediate: If you have an unspent action this turn,
you may use it to move up to your speed before using your bodyguard class feature.
Righteous Saviour Melee Counter | Force +1 | Damage 2W | Immediate: If you have an unspent action this turn,
you may use it to move up to your speed before engaging with your target,
so long as that target has engaged with one of your allies this turn. If this attack is successful, your target is stunned.
Overwhelming Gauntlet Melee Interrupt | Force +2 | Damage 2W | Adversary is knocked Prone.

Relentless fucked around with this message at 05:31 on Jun 25, 2017

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
start me in N8C3, I guess?




Autumn Somerset

"What was that noise??"
Slinking back beside the fireplace, Autumn readies for the worst.


Tier (unmodified): 2d6 [2, 2] = 4


-------

pre:
Autumn Somerset
Fey Determined Peddler Rogue (Trapper) Adventurer

Essentials
Roll Bonus:    + 2
Tier Die     2d6                              HP          8/8
Initiative   + 2                          Resistance  1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     0/6
Refresh Pool 0

Species/Background/Class Features
>Fey:
Speed:  6
>Rogue: 
(Edge while engaging an opponent: exhaust a power to use an Interrupt power in place of an attack power)
(light weapon: exhaust a third combat power of any type to inflict its damage (but not effect) on top of the Interrupt)

Weapon
Name                Type                Dmg Rch Rng    E
Light Missile Weapon 	| One-handed, Ranged | 1 | 1 | 5    (*)
Light Melee Weapon	| One-handed, Melee  | 1 | 1 | 0    (*)
>Competency: Nimble and Quick
(No reprisal from movement if you haven't attacked adjacent adversary)

Combat Powers
Name                      Range       Force     Dmg  	Eff 	Bonus     	                             	          U
(a) Jarring Hook	| Ranged	| + 1	| 1W	| (move target 2 spaces)				[_]
(c) Stealthy Escape	| Melee	| + 3	| 1W	| (move 2 space after engagement without reprisal)		[_]
(c) Hidden Blade	| M/R	| + 3	| 1W	| (after engagement, [TH] within range, free action)		[_]
(a) Devious Snare	| Ranged Z1	| + 1	| 1W + 1 	| [Trap]  (Knockback 1, prone on hard save)			[_]
(free) Leaf's Whisper	| Ranged 5	| -	| - 	| (imposes Surprised on one adversary, start of encounter)	[_]
(c) Deft Negotiation	| Melee	| + 3   	| 1W 	| (move 1 square after engagement, without reprisal)		[_]
*Tenacious Heroism	| M/R	| + 0   	| 1W 	| [Renew]						[_]

P.d0t fucked around with this message at 07:13 on Jun 25, 2017

Subjunctive
Sep 12, 2006

✨sparkle and shine✨


Endral Goldshadow

"Careful, we're not alone."

Starting in F-7, which is actually in the kitchen.
Tier Dice: 2d6 10


pre:
Saving Throw 2d6 + 0 (hard) / 2d6 + 4 (easy)  
HP           10/10  Resistance  1/1
Refresh Pool 0      Reserve     6/8

Combat Powers
Name                        Range       Force   Dmg   Bonus                                            U
BCM (RV)                   | Melee     | +0   | 1W |                                                  [_]
Shadows Take You (move)    | Z1 R5     |      |    |  (teleport enemy I struck to shadow zone)        [_]
False Step                 | Melee     | +2   | 1W |  (move enemy 1sq before attacking. no reprisal)  [_]
Onward, Heroes             | Melee     | +1   | 1W |  (one ally gains Advantage on next turn)         [_]
Fury of the Righteous (C)  | Melee, Z5 | +3   | 1W |  (if win eng., ally in Z gains Adv)              [_]
Draw the Line Here         | Melee, Z2 | +1   | 1W |  (ally moving to adv gains +2 spd on next move   [_]
By My Example (I)          | Melee     | +2   | 1W |  (if win eng., ally in Z gains Edge)             [_]

Non-Combat Powers
Name                        Force Dmg Bonus                                                      U
Tenacious (RV)             | +0 | 1S                                                            [_]
When a Plan Comes Together | +0 | 1S  (if force score is even, don't discard R/I used to boost) [_]
Preparation Pays           | +2 | 1S  (can spend R/I of ally as if my own)                      [_]
The Mob Listens            | +2 | 1S  (if skill contest is social, have Edge)                   [_]

slap me and kiss me
Apr 1, 2008

You best protect ya neck
They're outside, and close. You can hear them. Too organized to be the brigands you fought earlier.

"Come out!" you hear them cry, "Come out and talk, we don't want to have to hurt you."

Peering through the roughly hewed timbers of the cottage, you can see weapons drawn and muscles tensed, ready for battle.

You know their words to be lies.

Slap Me and Kiss Me's Guide to the Denizens of the Deep Wood: Militia

Protection in the Deep Wood falls to the unorganized, undisciplined militias that each refuge village is able to independently muster. There is neither common training regimen nor leadership, and each community does the best that it is able to manage. Militias are generally rowdy, poorly trained, and boisterous. They can be as corrupt and dangerous as the brigands and criminals they purport to stand against.

Belonging to a militia imparts status and prestige; though the typical militia is no larger than two dozen individuals, there is no shortage of volunteers who are eager to prove their mettle and reap the rewards of service. Answering to the local Burgomeister, it is not uncommon for a militia to be employed to further personal power rather than defend the village.

Habitat
A militia is mustered within a refuge village, and it is rare that one ventures far afield.

Tactic (All Militia): Form the line
???

Strategy (When Militia is the most numerous adversary type): Redouble
???



Map Features*:
They're at the windows!
A combatant may move through any window as though it was difficult terrain.
Combatants adjacent to a window or door may attack adversaries on the other side.


Desperation is Composed: Gaining Edge provides +1 to Tier Dice rolls.

Orokos posted:

http://orokos.com/roll/528789
Description Comat 002 - Round 01 - Footguard; Halberdier; Archers
Results 2d6: 5 [2d6=3, 2]
2d6: 7 [2d6=5, 2]
2d6: 5 [2d6=3, 2]

Initiative
  • :hist101: Hearth
  • Archer
  • Autumn
  • Archer
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


Hearth shakes his head, leaves the kitchen and moves close to the doorway, ready to protect the others from the rather hostile militia.

"Good day. Perhaps you would like to come in for a spot of tea, sit down and have a civilized discussion? Like civilized people? No? I must admit coming up to us and demanding we come out and talk is rather odd. Kind of hostile, like you are an uncivilized mob rather than an upstanding citizen and part of a legitimate militia."

Move to G7.
Talk.
Recover A Righteous Saviour.


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  3/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | Any + 1 | 1W      (target is stunned until the end of its next turn)  [_]
Armoured Challenge       | Melee     | S + 1   | 2W |  (foe cannot use move until end of its next turn)  [_]
Righteous Saviour        | Melee     | S + 1   | 2W |   (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | S + 3   | 2W |   (if used in response to AoE, all behind me are unaffected) [_]
Interrupt
Overwhelming Gauntlet    | Melee     | S + 2   | 2W |   (Adversary is knocked prone)                [_]

Ryuujin fucked around with this message at 20:59 on Jun 26, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck



Archer A moves to I10, and unleashes a volley of arrows through the window, targeting Hearth and Azil with a Force Score of 5+2 = 7.

Hearth counters with Barrier of Steel. Force Score 7.
Using the Shieldwall Competency, Hearth rerolls the Tier Dice. New score is 7 (http://orokos.com/roll/529003), but any engagement using this Force Score deals zero damage.
New total Force Score is 10, which defeats the Archer.

Barrier of Steel's effect (if used in response to AoE, all behind me are unaffected) means that Azil does not need to defend against the Archer's attack, despite being initially targeted.

Initiative
  • :o: Hearth
  • :o: Archer
  • :hist101:Autumn
  • Archer
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

slap me and kiss me fucked around with this message at 21:08 on Jun 26, 2017

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Round 1: Tier (unmodified): 2d6 [2, 2] = 4


Autumn Somerset

He had heard stories of the enchanting beauty of the Fey, but until this day, the non-descript Footman had never laid eyes upon one.
It was a surreal sight to behold, Autumn's image seemingly shimmering through the dilapidated window.



"...no wait, that's just glass breaking," he thought, the telltale tinkling sound of shattered pieces hitting the floor, as the arrow pierced his throat.

And just like that, she was gone. Alas, what might have been.

P.d0t posted:

Free Action: Leaf's Whisper on enemy @ C8 -> he is Surprised; his Tier Dice = 0, get rekt :siren:
Action 1: Tenacious Heroism: FS (4) +0 = 4 vs. enemy @ C8 -> 1 damage :fuckoff: he dead
Action 2: spend 5 movement to go through the window, ending at A6


-------

pre:
Autumn Somerset
Fey Determined Peddler Rogue (Trapper) Adventurer

Essentials
Tier Die     2d6                              HP          8/8
Roll Bonus:    + 2                          Resistance  1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     0/6
Refresh Pool 0

Species/Background/Class Features
>Fey:
Speed:  6
>Rogue: 
(Edge while engaging an opponent: exhaust a power to use an Interrupt power in place of an attack power)
(light weapon: exhaust a third combat power of any type to inflict its damage (but not effect) on top of the Interrupt)

Weapon
Name                Type                Dmg Rch Rng    E
Light Missile Weapon 	| One-handed, Ranged | 1 | 1 | 5    (*)
Light Melee Weapon	| One-handed, Melee  | 1 | 1 | 0    (*)
>Competency: Nimble and Quick
(No reprisal from movement if you haven't attacked adjacent adversary)

Combat Powers
Name                      Range       Force     Dmg  	Eff 	Bonus     	                             	          U
(a) Jarring Hook	| Ranged	| + 1	| 1W	| (move target 2 spaces)				[_]
(c) Stealthy Escape	| Melee	| + 3	| 1W	| (move 2 space after engagement without reprisal)		[_]
(c) Hidden Blade	| M/R	| + 3	| 1W	| (after engagement, [TH] within range, free action)		[_]
(a) Devious Snare	| Ranged Z1	| + 1	| 1W + 1 	| [Trap]  (Knockback 1, prone on hard save)			[_]
(free) Leaf's Whisper	| Ranged 5	| -	| - 	| (imposes Surprised on one adversary, start of encounter)	[X]
(c) Deft Negotiation	| Melee	| + 3   	| 1W 	| (move 1 square after engagement, without reprisal)		[X]
*Tenacious Heroism	| M/R	| + 0   	| 1W 	| [Renew]						[X]

P.d0t fucked around with this message at 16:27 on Jun 27, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer B jumps through the front window, sending glass shards exploding across the floor, moving from G12 to K7.

Archer B unleashes an Archer Volley to pepper Zone 1 around G6 with missiles. Hearth and Azil are attacked, Force Score 5 + 2 = 7...



Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :hist101: Archer B
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


Against the first archer Hearth used a barrier of steel to cut down every arrow going for him and Azil. But against the second archer all he could do was knock down the arrow coming for him with a rather basic strike, leaving Azil sadly to fend themself.

Countered with Shieldwall reroll the Archer A with Barrier of Steel which also protected Azil.
Countered Archer B, using same Shieldwall reroll, with a basic attack.


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  3/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | Any + 1 | 1W      (target is stunned until the end of its next turn)  [_]
Armoured Challenge       | Melee     | S + 1   | 2W |  (foe cannot use move until end of its next turn)  [_]
Righteous Saviour        | Melee     | S + 1   | 2W |   (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | S + 3   | 2W |   (if used in response to AoE, all behind me are unaffected) [X]
Interrupt
Overwhelming Gauntlet    | Melee     | S + 2   | 2W |   (Adversary is knocked prone)                [_]

Ryuujin fucked around with this message at 00:09 on Jun 28, 2017

Plutonis
Mar 25, 2011



Azil Azran
Tier Die: 6

Before the archer can properly shoot him, Azil mutters a spell and a small whirlwind forms under his feet, knocking him down! The Fey then hurries forward. "Thank you kindly, big stone fellow! Ah, there seem to be a few miscreants outside. Well, I guess I better get rid of them." He gives a quick wave of his hand, and several thorny bushes envelop the archer outside, constricting him alongside the footman accompanying him.

pre:
Counter: Using Rippling Grass to counter the archer! [6+3=9]
Action 1: Moving to I-5
Action 2: Casting Wall of Thorns[6+1=7]  at I-10, damage 1. Assuming it murks the archer and footguard?
pre:
Essentials
Tier Die     2d6                              HP          6/6
Initiative   2d6 + 0                        Resistance   1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     5/5
Refresh Pool 0
Roll Bonus +2

Virtues and Flaws
Virtues  Quick-Witted, Kind, Stylish
Flaws  Untrustworthy, Lazy, Flirty
Virtue Track [_][_][_]
Flaw Track [_][_][_]

Species/Background/Class Features
> 1
> When using a Hedge Wizard power, create a zone of difficult terrain (Zone 1) at Range 5 that lasts until EOTN.

Influences
Contact 1 Inventory 3 Research  0

Weapon
Talisman (1H), Damage 1  Reach 1  Range 10


Armour
Light Armour Response 0  Resistance 1 

Skill Equipment
Prodigiuous Research | Knowledge | Deep Wood | 1

Combat Powers
[ ]Leaf's Whisper (FA) | 5 Range | - | 0 Damage | At beginning of combat, surprise one enemy.
[ ]Deft Negotiation (C) | Melee | +3 Force | 1W | May move one square, not subject to reprisal.
[ ]Thus Calms The World | Range 4 Zone 2 | +1 Force | 1W | Difficult Terrain in zone does not hinder allies until EOTN.
[ ]Darkness Reigns | Melee Zone 1 | +1 Force | 1W |  Combatants on Zone are blinded until EOTN.
[x]Wall of Thorns | Range 5 Gout 2 | +1 Force | 1W | Path of the Gout becomes difficult until EOTN.
[x]Rippling Grass (C) | Range 5 Zone 2 | + 3 Force | 1W | Response, One adversary in Zone is knocked prone.

Non-Combat Powers
[ ]Trading Fortune | +1 Force | 1S Potency | For every 1 Inventory spent, provide +1 to ally on a contest
[ ]Wise Investment (C) | +1 Force | 1S Potency | May trade 2 Inventory for 1 Contact influence.
[ ]Wisdom of the Sky (C) | +2 Force | 1S Potency | If skill contest is Research, gain Edge.

Plutonis fucked around with this message at 03:53 on Jun 28, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The footguard falls to the ground, writhing in agony. He'll not bother you again.


An updated map.

Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :hist101: Endral
  • Ryzzxx
  • Halberdier
  • Footguard x4

Subjunctive
Sep 12, 2006

✨sparkle and shine✨


Endral Goldshadow
Tier Dice: 2d6 10

"Over here, good sir." Endral reaches forward and grabs the footguard by his shield. Yanking him towards the space exposed by the broken window, Endral lands a solid blow against the unbalanced foe while retreating behind cover.

Advance to E-7, False Step on gentleman in D-8 to move him in front of broken window at E-8, then hit for 10+2=12
This is Pretty Light to retreat back to F-7 for cover from whomever might be foiled by that cover.

pre:
HP           10/10  Resistance  1/1
Refresh Pool 0      Reserve     6/8

Combat Powers
Name                        Range       Force   Dmg   Bonus                                            U
BCM (RV)                   | Melee     | +0   | 1W |                                                  [_]
Shadows Take You (move)    | Z1 R5     |      |    |  (teleport enemy I struck to shadow zone)        [_]
False Step                 | Melee     | +2   | 1W |  (move enemy 1sq before attacking. no reprisal)  [X]
Onward, Heroes             | Melee     | +1   | 1W |  (one ally gains Advantage on next turn)         [X]
Fury of the Righteous (C)  | Melee, Z5 | +3   | 1W |  (if win eng., ally in Z gains Adv)              [_]
Draw the Line Here         | Melee, Z2 | +1   | 1W |  (ally moving to adv gains +2 spd on next move   [_]
By My Example (I)          | Melee     | +2   | 1W |  (if win eng., ally in Z gains Edge)             [_]

slap me and kiss me
Apr 1, 2008

You best protect ya neck
The footguard, surprised by the ferocity of the unexpected attack, brings his weapon to bear too late, and Endral's assault knocks him to the floor in a bleeding heap.



Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :o:Endral
  • :hist101: Ryzzxx
  • Halberdier
  • Footguard x4

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Ryzzxx

Tier Dice 2d6 = 7+2 Bonus = 9

Move from B6 to C9 with Queen's Leap, jumping through the window.

Attack the Halberdier with Valorous Stand, 9+1=10.

Halberdier counters with Parry, Force 11.

I Interrupt with Frantic Shielding, 9+3=12.


pre:
Insectoid Criminal Knight (Shielder) Adventurer

Essentials
Tier Die     2d6                              HP          12/12
Initiative   2d6 - 1                             Resistance  3/3
Saves 2d6 + 0  (hard) / 2d6 + 2 (easy)  Reserve     9/9
Refresh Pool 0
Roll Bonus +2 Speed 6


Combat Powers
Basic Combat Manoeuver - Melee/Ranged (Versatile) - Force Score [Any + 0] Damage 1W
Used Queen's Leap | Move up to your speed. At any point during the move, you may leap up to three squares, bypassing terrain (and adversaries) underfoot.
This does not extend your movement range.
False Step | Melee | Force +2 | Damage 1W | Immediate: Move an enemy one square before attacking. Does not trigger a Reprisal.
Used Valorous Stand Melee | Force +1 | Damage 2W | Your foe loses an Edge on all engagements not involving you until the end of its next turn.
Used Frantic Shielding Melee Interrupt |  Force +3 | Damage 2W |  Immediate: If you have an unspent action this turn,
you may use it to move up to your speed before using your bodyguard class feature.
Righteous Saviour Melee Counter | Force +1 | Damage 2W | Immediate: If you have an unspent action this turn,
you may use it to move up to your speed before engaging with your target,
so long as that target has engaged with one of your allies this turn. If this attack is successful, your target is stunned.
Used Overwhelming Gauntlet Melee Interrupt | Force +2 | Damage 2W | Adversary is knocked Prone.

Relentless fucked around with this message at 02:20 on Jul 4, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Reeling from the mighty blows of Ryzzxx, the Halberdier momentarily falters, but quickly composes himself and renews the attack.

Halberdier uses Halberd Thrust against Ryzzxx, Force Score 7 + 2 = 9.

Ryzzxx counters with Righteous Saviour, Force Score 10. The Halberdier doesn't have a valid interrupt and suffers two damage.

The Halberdier attacks again, using Halberd Rush, Force Score 7 + 2 = 9. Ryzzxx doesn't have any more defence, taking the hit, suffering one damage, and is knocked back to B8.

The Footguard in F9 moves to E8 and attacks Endral with Nervous Prod, FS = 3.

Endral counters with Tenacious HeroismBCM, for a total Force Score of 12.



Desperation

Composed: Gaining Edge provides +1 to Tier Dice rolls.

Initiative
  • :o: Hearth
  • :o: Archer A
  • :o:Autumn
  • :o:Archer B (prone)
  • :o:Azil Azran
  • :o:Endral
  • :o:Ryzzxx
  • :hist101: Halberdier
  • Footguard x1


Round Two Begins

Orokos posted:

http://orokos.com/roll/531374
Description Combat 002 - Round 02 - Halberdier; Archers
Results 2d6: 6 [2d6=2, 4]
2d6: 7 [2d6=3, 4]

Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :hist101: Hearth
  • Archer A
  • Autumn
  • Archer B (prone)
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard


Hearth is up!

slap me and kiss me fucked around with this message at 17:19 on Jul 6, 2017

Ryuujin
Sep 26, 2007
Dragon God
Hearth Stonewall


Hearth moves in on the archer in the room with him, feeling that the archers are rather dangerous to the party, and he goes about giving the archer a right cudgeling. Or at least tries to.

Refresh basic attack. Refresh one random power, but since Barrier of Steel is only one expended it will be that.
Tier Die 8
Move to J7.
Use A Right Cudgeling against Archer B. FS = 8 TD + 2 RB + 1 from power +2 Edge from archer being prone = 13 Total. 1W damage and target is stunned until the end of its next turn.


pre:
Essentials
Tier Die     2d6                              HP          15/15
Initiative   2d6 - 1                          Resistance  3/3
Saving Throw 2d6 + 0 (hard) / 2d6 + 3 (easy)  Reserve     12/12
Refresh Pool 0

Combat Powers
Name                      Range       Force     Dmg  Eff Bonus                                            U
Stone Song               | G2                   0        (may treat difficult terrain as normal)        [_]
Attack
A Right Cudgeling        | Melee     | 2 + 1   | 1W      (target is stunned until the end of its next turn)  [X]
Armoured Challenge       | Melee     | 2 + 1   | 2W |  (foe cannot use move until end of its next turn)  [_]
Righteous Saviour        | Melee     | 2 + 1   | 2W |   (Immediate, may spend move to target if engaged with ally,
                                                      target is stunned if attack is successful)             [_]
Counter
Barrier of Steel         | Melee     | 2 + 3   | 2W |   (if used in response to AoE, all behind me are unaffected) [_]
Interrupt
Overwhelming Gauntlet    | Melee     | 2 + 2   | 2W |   (Adversary is knocked prone)                [_]

Ryuujin fucked around with this message at 18:58 on Jul 6, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Archer A moves to F3 and launches an Archer Volley on A7. Desperation kicks this up to Zone 2, so it effects both Autumn and Ryzzxx. Force Score = 7 + 2 = 9.

Autumn uses her Stealthy Escape counter, FS = 9. She takes one damage, and scoots back to space A8.

Ryzzxx uses Righteous Saviour, a counter with an immediate effect that lets the Myrmeke move his speed before engaging. Force Score of 11 + 1 (power) + 2 (roll bonus) = 14.

Archer A is unable to interrupt the counter and suffers the damage. Additionally, Archer A is stunned until the end of its next turn, as per the power's effect.




Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.





Autumn is up now

Initiative
  • :o:Hearth
  • :o:Archer A (stunned)
  • :hist101:Autumn
  • Archer B (prone)
  • Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard

slap me and kiss me fucked around with this message at 14:49 on Jul 7, 2017

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...
Round 2: Tier (unmodified): 2d6 [6, 6] = 12
Refresh: Leaf's Whisper or Deft Negotiation: 1d2 = 2, Deft Negotiation


Autumn Somerset

Jarring Hook (+1) on the Halberdier, pushing to E12
HIdden Blade (+3) on the Halberdier -> grants a basic attack, so if he's still alive, I'll shoot him again, if not i'll shoot Archer A


-------

pre:
Autumn Somerset
Fey Determined Peddler Rogue (Trapper) Adventurer

Essentials
Tier Die     2d6                              HP          7/8
Roll Bonus:    + 2                          Resistance  1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     0/6
Refresh Pool 0

Species/Background/Class Features
>Fey:
Speed:  6
>Rogue: 
(Edge while engaging an opponent: exhaust a power to use an Interrupt power in place of an attack power)
(light weapon: exhaust a third combat power of any type to inflict its damage (but not effect) on top of the Interrupt)

Weapon
Name                Type                Dmg Rch Rng    E
Light Missile Weapon 	| One-handed, Ranged | 1 | 1 | 5    (*)
Light Melee Weapon	| One-handed, Melee  | 1 | 1 | 0    (*)
>Competency: Nimble and Quick
(No reprisal from movement if you haven't attacked adjacent adversary)

Combat Powers
Name                      Range       Force     Dmg  	Eff 	Bonus     	                             	          U
(a) Jarring Hook	| Ranged	| + 1	| 1W	| (move target 2 spaces)				[X]
(c) Stealthy Escape	| Melee	| + 3	| 1W	| (move 2 space after engagement without reprisal)		[X]
(c) Hidden Blade	| M/R	| + 3	| 1W	| (after engagement, [TH] within range, free action)		[X]
(a) Devious Snare	| Ranged Z1	| + 1	| 1W + 1 	| [Trap]  (Knockback 1, prone on hard save)			[_]
(free) Leaf's Whisper	| Ranged 5	| -	| - 	| (imposes Surprised on one adversary, start of encounter)		[X]
(c) Deft Negotiation	| Melee	| + 3   	| 1W 	| (move 1 square after engagement, without reprisal)		[_]
*Tenacious Heroism	| M/R	| + 0   	| 1W 	| [Renew]						[X]

P.d0t fucked around with this message at 19:15 on Jul 9, 2017

slap me and kiss me
Apr 1, 2008

You best protect ya neck
Autumn handily dispatches the Halberdier, and deals a devastating strike to Archer A, who staggers under the blows.

Archer B uses an action to stand, and then attacks Hearth with Archer Melee. FS = 7.

Hearth counters with Tenacious Heroism, FS = 8 + 2 = 10. Archer B suffers one damage!

Azil is up!



Desperation

Anxious: Gaining Edge provides +2 to Tier Dice rolls.

Initiative
  • :o:Hearth
  • :o:Archer A (stunned)
  • :o:Autumn
  • :o:Archer B
  • :hist101: Azil Azran
  • Endral
  • Ryzzxx
  • Halberdier
  • Footguard

slap me and kiss me fucked around with this message at 00:57 on Jul 10, 2017

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Plutonis
Mar 25, 2011



Azil Azran
Tier Die: 2d6 2

pre:
Action 1: Moving to I-6
Action 2: Casting Thus Calms The World [2+1=3]  at L-6
pre:
Essentials
Tier Die     2d6                              HP          6/6
Initiative   2d6 + 0                        Resistance   1/1
Saving Throw 2d6 + 0 (hard) / 2d6 + 2 (easy)  Reserve     5/5
Refresh Pool 0
Roll Bonus +2

Virtues and Flaws
Virtues  Quick-Witted, Kind, Stylish
Flaws  Untrustworthy, Lazy, Flirty
Virtue Track [_][_][_]
Flaw Track [_][_][_]

Species/Background/Class Features
> 1
> When using a Hedge Wizard power, create a zone of difficult terrain (Zone 1) at Range 5 that lasts until EOTN.

Influences
Contact 1 Inventory 3 Research  0

Weapon
Talisman (1H), Damage 1  Reach 1  Range 10


Armour
Light Armour Response 0  Resistance 1 

Skill Equipment
Prodigiuous Research | Knowledge | Deep Wood | 1

Combat Powers
Leaf's Whisper (FA) | 5 Range | - | 0 Damage | At beginning of combat, surprise one enemy.
Deft Negotiation (C) | Melee | +3 Force | 1W | May move one square, not subject to reprisal.
Thus Calms The World | Range 4 Zone 2 | +1 Force | 1W | Difficult Terrain in zone does not hinder allies until EOTN.
Darkness Reigns | Melee Zone 1 | +1 Force | 1W |  Combatants on Zone are blinded until EOTN.
Wall of Thorns | Range 5 Gout 2 | +1 Force | 1W | Path of the Gout becomes difficult until EOTN.
Rippling Grass (C) | Range 5 Zone 2 | + 3 Force | 1W | Response, One adversary in Zone is knocked prone.

Non-Combat Powers
Trading Fortune | +1 Force | 1S Potency | For every 1 Inventory spent, provide +1 to ally on a contest
Wise Investment (C) | +1 Force | 1S Potency | May trade 2 Inventory for 1 Contact influence.
Wisdom of the Sky (C) | +2 Force | 1S Potency | If skill contest is Research, gain Edge.

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