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Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Rampart - Enemies entering adjacent hexes take 1 Damage per hex crossed.

"TASTY TASTY VICTORY"

MOV: SWx2 FI FILLER
COMBACT: POWER SHOT at ENEMY IN RANGE
STABILITY ROLL: 022

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Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

SINCERE (1)
MOVE: 2SW
COMBAT: Power Shot on CRAVEN - 6 Damage! CRAVEN IS DESTROYED! SINCERE GAINS [THORN]!
HAPPY (1)
MOVE: 2E
COMBAT: Power Shot on HAZARDOUS - 6 Damage!
CRAVEN (2)
[DESTROYED]
SHOCKING (4)
MOVE:2NE
COMBAT: Power Shot on BURNING - 6 Damage!n
BURNING (4)
MOVE:1SE1SW
COMBAT: Power Shot on HAPPY - 6 Damage! HAPPY IS DESTROYED! BURNING GAINS [SUPRISE]!
BITEY (4)
MOVE: NO MOVE
COMBAT: Shot on OMNIA - 2 + 2 Damage! OMNIA IS DESTROYED! BITEY GAINS [PHANTASM]!
SMELLY (ADEQUATE 5)
MOVE: 1W1SW
COMBAT: NO COMBAT ACTION
DELECTABLE (5)
MOVE: 2SW
COMBAT: Power Shot on BURNING - 6 Damage! BURNING IS DESTROYED! DELECTABLE GAINS [SURPRISE] AND [SIGHT]!
OMNIA (6)
[DESTROYED]
HAZARDOUS (6)
MOVE: 1E
COMBAT: Power Shot - Jam! 20 Stability Recovered!
LUMPY (9)
MOVE: 1E1NE
COMBAT: Power Shot - No Target In Range!
MYSTERY (9)
MOVE: W2
COMBAT: Power Shot on BITEY - 6 Damage! BITEY IS DESTROYED! MYSTERY GAINS [TOUCH] AND [PHANTASM]!

MAP posted:

ABILITY SPHERES APPEAR!

Ability Spheres grant the wielder a random Ability or allows you to refill your choice of Stability or Health.

Dog Kisser fucked around with this message at 20:40 on May 21, 2021

chin up everything sucks
Jan 29, 2012

Correction: Bitey kills Omnia before Omnia can move. So Bitey gains Phantasm, not Lumpy.

Aabcehmu
Apr 27, 2013

Confusion As a Natural State of Being

HP: 4/10
SP: 70/100

Move: 2
Range: 4

Abilities: Barrier

Move action: 1E1SE
Combat action: Power shot Delectable JAM

Jam: 1d100 = 90

Guess I'll Die

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 40 -> 100
Move: 3 (Phantasm) // Range: 4
Abilities (2/2):
Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.
Phantasm - Move through Obstacles, +1 Move

Blood! Eldritch blasts! Mystery focused on finishing the wounded fighter left standing before them, and when the beastly brown biped fell, Mystery felt their power becoming suffused with the energies of the slain. It was intoxicating. They needed to repeat that experience even more!

> Loot [Touch] and [Phantasm] from Bitey:
>> Keep [Phantasm]
>> Restore Stability to 100 with [Touch] (if that's how restores work)
> Stability: Stability Roll (vs 100): 1d100 48 - Success/Failure depending on restoration rules!
> Attack: Power Shot [30] on nearest combatant in range 4 for 6 damage!
> Move: SE2!
> Ability Sphere: Prioritize: Full Heal if below full HP, or else restore Stability if below [100], or else show me a random Ability if both meters are full!

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things


HP: 4/10
Stability: 40/100
Move: 2
Range: 4
Abilities:
[Composure]: - Double Jam Stability regain
[Thorn]:Half of Damage received from attackers within 2 hexes is also inflicted on dealer



Move Action: Move 1 tile NW, 1 tile W
Combat Action: Use power cycle to regain stability

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 100
Hp: 10
Range:4
Move:2


Stability: 1d100 47
Move NE, NE.
Power Shot (30) at any valid target? I don't think there are any but if there are, woo!

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 10/10
Stability: 100/100
Move: 2
Range: 8
Abilities: Rampart - Enemies entering adjacent hexes take 1 Damage per hex crossed.
Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.
Sight - Double Range

"SO GOOD SO TASTY"

MOV: SWx2 FI FILLER
COMBACT: POWER SHOT at HAZARDOUS (or CLOSEST ENEMY)
STABILITY ROLL: 041
I am dropping Rampart and restoring Stability to 100.

Scribbleykins fucked around with this message at 15:45 on May 21, 2021

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Ability: Adequate - Initiative is always 5; win Initiative ties

It's the best day to stink.


Move Action: Go 2SE like a boss Like A Boss LIKE A BOSSS LMAOO
Combat Action: Blammo KABLAMMO A Power Shot at [SINCERE] not rolling stability because I am already at full

Jvie
Aug 10, 2012


HP: 4
Stability: 90
Move: 4, Range: 2
[Fleet: Double Move]


"...!"


Move: 1W, 1SW, 2E
grabbing the cool orb along the way for a HP refill.

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

LUMPY (1)
MOVE: 2NE
COMBAT: Power Shot - No Target In Range!
HAZARDOUS (2)
MOVE: 1W1SW2E
COMBAT: No Combat Action
ABILITY SPHERE: Full Heal
SMELLY (ADEQUATE 5)
MOVE: 2SE
COMBAT: Power Shot on SINCERE - 6 Damage! SINCERE IS DESTROYED! SMELLY GAINS [THORN] AND [COMPOSURE]!
SHOCKING (5)
MOVE:1E1SE
COMBAT: Power Shot - Jam! 20 Stability Recovered!
MYSTERY (8)
[TOUCH] Consumed! Stability Restored!
COMBAT: Power Shot - No Target In Range!
MOVE: SE2
ABILITY SPHERE: MYSTERY gains bonus [BARRIER] Ability!
SINCERE (11)
[DESTROYED]
DELECTABLE (12)
[RAMPART] consumed! Stability Restored!
MOVE: 2SW
COMBAT: Power Shot on SHOCKING - 6 Damage! SHOCKING IS DESTROYED! DELECTABLE GAINS [BARRIER!]

MAP posted:

ABILITY SPHERES APPEAR! OBSTACLES APPEAR! MAP SHRINKING AT START OF NEXT ROUND!

Bonus Abilities from Ability Spheres do not take an Ability Slot, but neither do they grant one. They can be inherited by your slayers, but they will need to drop another Ability as usual. Additionally, you can only use a single excess inherited Ability to heal or regain Stability - anything beyond that is lost!

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 3 (Phantasm) // Range: 4
Abilities (3/2[+1]):
Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.
Phantasm - Move through Obstacles, +1 Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch orbs! Mystery glutted themselves on the power of a floating sphere that contained an infusion of mystic knowledge. Suddenly, Mystery understood: they could make large crystalline barriers appear out of the aether!

> Move: W1, NW1!
> Stability: No Attack is being performed, so no Stability roll is required! - - - - - - - - - - - - - - - - - - - Success!
> Flex: Create 2HP Barrier in hex W1, NW1!

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 100
Hp: 10
Range:4
Move:2


Stability: 1d100 12
Move NE, NW.
Power Shot (30) at Hazardous.

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 10/10
Stability: 100/100
Move: 2
Range: 8
Abilities: Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.
Sight - Double Range
Barrier - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

"FILL MY TUM, YOU YUM YUM"

Dropping Barrier and restoring Stability to 100 (would've been at 70).
FLX: MINE 2xSW 2xSE
COMBACT: POWER SHOT at LUMPY (or CLOSEST ENEMY)
STABILITY ROLLS 1 & 2: 065 013

Jvie
Aug 10, 2012


HP: 4
Stability: 90
Move: 4, Range: 2
[Fleet: Double Move]


"Mwwmmwmwmw"


Move: 1E, 3SE
Power Shot Lumpy
I didn't attack last round, so does that mean I Cycled back to full stability? Hopefully.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bester day to stink.


LOOT: Keeping Composure and burning Thorns to gain max Stability
Move Action: Scoot 1NW 1W like skiddledidoo ba daa badii
Combat Action: Shoot nearest guy with Power Shot also no Stability roll again because I am masster strategist who's always at max stability

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

DELECTABLE (1)
MOVE: Invalid Move Mine isn’t Flex Action
COMBAT: Power Shot on LUMPY - 6 Damage!
SMELLY (ADEQUATE 5)
MOVE: 1NW1W
COMBAT: Power Shot - No Target in Range
MYSTERY (6)
MOVE: 1W1NW
COMBAT: Create Barrier 1W1NW
LUMPY (9)
MOVE: 1NE1NW
COMBAT: Power Shot on HAZARDOUS - 6 Damage!
HAZARDOUS (9)
MOVE: 1E3SE
COMBAT: Power Shot - No Target in Range

MAP posted:

ABILITY SPHERES APPEAR! OBSTACLES SHIFT! MAP SHRINKING AT START OF NEXT ROUND!

You do not want to touch the glowy blue stuff.

Dog Kisser fucked around with this message at 12:52 on May 25, 2021

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 3 (Phantasm) // Range: 4
Abilities (3/2[+1]):
Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.
Phantasm - Move through Obstacles, +1 Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch blue zones! Mystery became suffused with a terrible purpose, and struck out to find their destiny on the Unsealed battlefield!

> Move: NW3! I like this power! Shame it doesn't go further than 3 hexes... unless...
> Stability: Stability Roll (vs 100): 1d100 48 - Success!
> Attack: Power Shot [30] on Hazardous or else closest enemy in range 4, for 6 damage!

Lux Anima fucked around with this message at 03:45 on May 27, 2021

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 70
Hp: 10
Range:4
Move:2


Move W, SW
Power Shot (30) Stability: 1d100 88Congest!

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 10/10
Stability: 70/100
Move: 2
Range: 8
Abilities: Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.
Sight - Double Range

"SO FULL, TOO FULL"

COMBACT: POWER SHOT at LUMPY (or CLOSEST ENEMY)
MOV: 1xSW FILLER FI
STABILITY ROLL: 078 Congested!

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bestest day to stink.


Combat Action: Blammo BLAMMO at [DELECTABLE] with a Power Shot like a bosssss drat still no stability rolls ayyy
Move Action: wowWOWOWOWOWO moving 1 SW moving after shooting holy shitttt is that even legal????

Jvie
Aug 10, 2012


HP: 4
Stability: 100
Move: 4, Range: 2
[Fleet: Double Move]


*heavy breathing*


Move: 1SW, 1SE, 1E, 1NE
Eat orb for HP -----------------------------------

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

HAZARDOUS (1)
MOVE: 1SW1SE1E1NE
ABILITY SPHERE: Full Heal
MYSTERY (3)
MOVE: 3NW
COMBAT: Power Shot on HAZARDOUS - 6 Damage!
SMELLY (ADEQUATE 5)
COMBAT: Power Shot on DELECTABLE - 6 Damage!
MOVE: 1SW
LUMPY (5)
MOVE: 1W1SW
COMBAT: Power Shot - Jam! 20 Stability Recovered!
DELECTABLE (8)
COMBAT: Power Shot - Jam! 20 Stability Recovered!
MOVE: 1SW

MAP posted:

OBSTACLES SHIFT!

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 70
Move: 3 (Phantasm) // Range: 4
Abilities (3/2[+1]):
Hearth
- Gain Burn [30] Deal 2 DoT Damage to target in Range until they use their Combat Act to put themselves out.
Phantasm - Move through Obstacles, +1 Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch lasers! With only a few other contestants left, Mystery powered up for another large attack. It was going to get very hairy, very fast!

> Stability: Stability Roll (vs 70): 1d100 65 - Success!
> Attack: Power Shot [30] on Hazardous or else closest enemy in range 4, for 6 damage!
> Move: W3!

Lux Anima fucked around with this message at 03:57 on May 27, 2021

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within Range
Stability: 90
Hp: 4
Range:4
Move:2
Stability: 1d100 33
Power Shot (30) vs. Delectible (or nearest if not possible)
W SW

Scribbleykins
Apr 29, 2010

Any scientist with the right background can brew his own booze.

...

What do you mean electrolytes aren't used for brewing booze? That's silly!

...

Well when all you have are chunks of TNE and an overly large water ration, all the world looks like a still!
Grimey Drawer


HP: 4/10
Stability: 90/100
Move: 2
Range: 8
Abilities: Surprise - Gain Hidden Mine [30]. Place a secret bomb in any space in Range (hidden from all). Anyone who steps onto it takes 4 Damage.
Sight - Double Range

"FINISH MEAL"

COMBACT: POWER SHOT at SMELLY (or CLOSEST ENEMY)
MOV: 1xNE 1xNW FILLE
STABILITY ROLL: 037

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 70/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bestester day to stink.


Combat Action: Shittt a Power Shot at [DELECTABLE] bye bye guy was nice knowing you but what's this also my first stability roll Stability (TN: 70): 1d100 61 it passes
Move Action: Sneaking about like so like so like so watch me go 1NW 1W

Theantero fucked around with this message at 14:38 on May 27, 2021

Jvie
Aug 10, 2012


HP: 4
Stability: 100
Move: 4, Range: 2
[Fleet: Double Move]


"Pfmmdfmmd. Pghork."


Move: 2NW, 1NE, 1NW
Power Shot Lumpy. --------------------------------
-------------------------------------------------

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

MYSTERY (3)
MOVE: W3
COMBAT: Power Shot on HAZARDOUS - 6 Damage! HAZARDOUS IS DESTROYED! MYSTERY GAINS [FLEET]!
LUMPY (4)
COMBAT: Power Shot on DELECTABLE - 6 Damage! DELECTABLE IS DESTROYED! LUMPY GAINS [SURPRISE] and [SIGHT]!
MOVE: 1W1SW
SMELLY (ADEQUATE 5)
COMBAT: Power Shot - No Target in Range!
MOVE: 1NWNE
HAZARDOUS (7)
[DESTROYED]
DELECTABLE (11)
[DESTROYED]

MAP posted:

OBSTACLES SHIFT! ABILITY SPHERES APPEAR!

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 40 -> 100
Move: 6 (Phantasm + Fleet) // Range: 4
Abilities (3/2[+1]):
Phantasm
- Move through Obstacles, +1 Move
Fleet - Double Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch dimensions! The hazardous power of reaching dangerous speeds entered Mystery's myriad mind as the humanoid target was slain. Mystery had lost their pyrokinesis, but had gained so much more...

> Loot: Mystery discards [Hearth] for [Fleet]! Does discarding [Hearth] replenish something then? If so, Mystery replenishes Stability to [100] with [Hearth]!
> Move: SE1 (Ability Sphere #1 get!), NW3, NE1, W1 (Ability Sphere #2 get??)!
> Ability Spheres: Regain HP or else Refill Stability or else get Ability!
> Stability: Stability Roll (vs ???): 1d100 47 - Depends on Stability gains!
> Attack: Spend [30] to fire Power Shot vs Lumpy for 6 damage!

WereGoat
Apr 28, 2017


Ability: Rain - Gain Rapid Fire [50], make 5 attacks (1 Damage each) at any valid targets within
Sight - Double Range
Range:8
Stability: 60
Hp: 4
Range:4
Move:2

Move NW, NE. Recover hp
Power Shot Smelly
Stability: 1d100 32

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 70/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bestestest day to stink.


Combat Action: Cycle CYCLE must CYCLE harder why you ask WHY well because I like being at max Stability its great lmao
Move Action: Sneaking about like so like so like so watch me go 2NW picking up that SPHERE for a Full Heal (or roll an ability if at full HP)

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

SMELLY (ADEQUATE 5)
COMBAT: Cycle - Stability Restored!
MOVE: 2NW
ABILITY SPHERE: SMELLY gains [FAMILIAR]! Sub-Unit spawns adjacent!
MYSTERY (5)
MOVE: 1SE3NW1NE1W
ABILITY SPHERE: Stability Restored!
ABILITY SPHERE: HP Restored!
COMBAT: Power Shot on LUMPY - 6 Damage! LUMPY IS DESTROYED! MYSTERY GAINS [RAIN] AND [SIGHT]!
LUMPY (10)
[DESTROYED]

MAP posted:

OBSTACLES SHIFT!

Oh boy. This will be a thing!

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 4 (Fleet) // Range: 8 (Sight)
Abilities (3/2[+1]):
Sight
- Double Range
Fleet - Double Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch mind games! The green lumpy predator fell under Mystery's scouring power, and suddenly the pluripotent-mage was gifted with the power of long-distance accuracy!

> Loot: Mystery discards [Phantasm] for [Speed]! Mystery discards [Rain] for no benefit!
> Move: SE4! I already miss the extra speed from Phantasm!
> Stability: Stability Roll (vs 100): 1d100 46 - Success!
> Attack: Spend [30] to fire Power Shot vs Smelly at Range 8 (wow, how unfair!) for 6 damage!

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bestestester day to stink.


Move Action: drat things ain't looking super great huh huh huh yeah I though so lmao anyways moving 1SE 1SW and my drone goes 1W 2SW like brrrr
Combat Action: Power shot at closest enemy if for whatever reason one happens to be in range

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

SMELLY (ADEQUATE 5)
MOVE: 1SE1SW
SUB-UNIT MOVE: 1W2SW
COMBAT: Power Shot - No Target In Range!
MYSTERY (11)
MOVE: SE4
COMBAT: Power Shot on SMELLY - No Target in Range!

MAP posted:

ABILITY SPHERES APPEAR!

Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 4 (Fleet) // Range: 8 (Sight)
Abilities (3/2[+1]):
Sight
- Double Range
Fleet - Double Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch voyages! The last remaining competitor, a particularly pungent monster, sent out a newly-formed familiar in Mystery's direction. The dimension-folding mage stepped into a glowing sphere of power and blasted the wretched thing with a ray of indigo fire.

> Move: NW3 (Ability Sphere get!), SE1!
> Ability Sphere: Ability Sphere Roll: 1d36 4 - [Phantasm] gained!
> Stability: - Stability Roll (vs 100): 1d100 71 - Success!
> Attack: Spend [30] to fire Power Shot vs Smelly or else Smelly's Familiar at Range 8 for 6 damage!

Lux Anima fucked around with this message at 12:44 on May 29, 2021

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....


HP: 10/10
Stability: 100/100
Move: 2
Range: 4
Abilities:
Adequate - Initiative is always 5; win Initiative ties
Composure - Double Jam Stability regain

It's the bestestestest day to stink.


Move Action: Gotta scoot scoot bodabidididii 2W like so and the drone goes brrrrr 1SW 2SE
Combat Action: Power shot at closest enemy if for whatever reason one happens to be in range

Dog Kisser
Mar 30, 2005

But People have fears that beasts do not. Questions, too.

ACTIONS posted:

SMELLY (ADEQUATE 5)
MOVE: 2W
SUB-UNIT MOVE: 1SW2SE
COMBAT: Power Shot - No Target In Range!
MYSTERY (5)
MOVE: NW3SE
ABILITY SPHERE: MYSTERY gains [PHANTASM]
COMBAT: Power Shot - No Target in Range!

MAP posted:

BOUNDARIES SHRINKING BY 2 NEXT MAP

Dog Kisser fucked around with this message at 03:03 on Jun 2, 2021

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Lux Anima
Apr 17, 2016


Dinosaur Gum

HP: 10/10
Stability: 100
Move: 4 (Fleet) // Range: 8 (Sight)
Abilities (3/2[+1]):
Sight
- Double Range
Fleet - Double Move
Barrier (A-Sphere) - Raise a 2 HP Obstacle in an unoccupied hex in Range as a Flex Action

Blood! Eldritch dreams, half forgotten! Mystery could have sworn that they'd killed that familiar...

> Stability: Stability Roll (vs 100): 1d100 89 - Success!
> Attack: Spend [30] to fire Power Shot vs Smelly or else Smelly's Familiar at Range 8 for 6 damage!
> Move: SE2 E4!

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