|
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
|
# ? May 20, 2021 18:17 |
|
|
# ? Apr 25, 2024 10:10 |
|
ACTIONS posted:SINCERE (1) MAP posted:ABILITY SPHERES APPEAR! Dog Kisser fucked around with this message at 20:40 on May 21, 2021 |
# ? May 21, 2021 04:27 |
|
Correction: Bitey kills Omnia before Omnia can move. So Bitey gains Phantasm, not Lumpy.
|
# ? May 21, 2021 04:46 |
|
HP: 4/10 SP: 70/100 Move: 2 Range: 4 Abilities: Barrier Move action: 1E1SE Combat action: Jam: 1d100 = 90 Guess I'll Die
|
# ? May 21, 2021 04:48 |
|
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!
|
# ? May 21, 2021 05:24 |
|
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
|
# ? May 21, 2021 05:30 |
|
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!
|
# ? May 21, 2021 08:53 |
|
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 |
# ? May 21, 2021 13:12 |
|
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
|
# ? May 21, 2021 20:56 |
|
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.
|
# ? May 21, 2021 20:58 |
|
ACTIONS posted:LUMPY (1) MAP posted:ABILITY SPHERES APPEAR! OBSTACLES APPEAR! MAP SHRINKING AT START OF NEXT ROUND!
|
# ? May 22, 2021 00:24 |
|
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!
|
# ? May 22, 2021 00:58 |
|
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.
|
# ? May 22, 2021 08:23 |
|
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
|
# ? May 22, 2021 22:40 |
|
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.
|
# ? May 22, 2021 23:05 |
|
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
|
# ? May 22, 2021 23:25 |
|
ACTIONS posted:DELECTABLE (1) MAP posted:ABILITY SPHERES APPEAR! OBSTACLES SHIFT! MAP SHRINKING AT START OF NEXT ROUND! Dog Kisser fucked around with this message at 12:52 on May 25, 2021 |
# ? May 25, 2021 04:14 |
|
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 |
# ? May 26, 2021 02:03 |
|
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
|
# ? May 26, 2021 07:42 |
|
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!
|
# ? May 26, 2021 10:24 |
|
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????
|
# ? May 26, 2021 13:11 |
|
HP: 4 Stability: 100 Move: 4, Range: 2 [Fleet: Double Move] *heavy breathing* Move: 1SW, 1SE, 1E, 1NE Eat orb for HP -----------------------------------
|
# ? May 26, 2021 18:18 |
|
ACTIONS posted:HAZARDOUS (1) MAP posted:OBSTACLES SHIFT!
|
# ? May 27, 2021 03:27 |
|
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 |
# ? May 27, 2021 03:55 |
|
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 W SW
|
# ? May 27, 2021 08:38 |
|
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
|
# ? May 27, 2021 10:55 |
|
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 |
# ? May 27, 2021 13:53 |
|
HP: 4 Stability: 100 Move: 4, Range: 2 [Fleet: Double Move] "Pfmmdfmmd. Pghork." Move: 2NW, 1NE, 1NW Power Shot Lumpy. -------------------------------- -------------------------------------------------
|
# ? May 27, 2021 15:48 |
|
ACTIONS posted:MYSTERY (3) MAP posted:OBSTACLES SHIFT! ABILITY SPHERES APPEAR!
|
# ? May 28, 2021 00:02 |
|
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!
|
# ? May 28, 2021 01:25 |
|
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
|
# ? May 28, 2021 10:29 |
|
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)
|
# ? May 28, 2021 14:43 |
|
ACTIONS posted:SMELLY (ADEQUATE 5) MAP posted:OBSTACLES SHIFT!
|
# ? May 28, 2021 22:14 |
|
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!
|
# ? May 28, 2021 23:09 |
|
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
|
# ? May 28, 2021 23:17 |
|
ACTIONS posted:SMELLY (ADEQUATE 5) MAP posted:ABILITY SPHERES APPEAR!
|
# ? May 29, 2021 01:08 |
|
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 |
# ? May 29, 2021 02:02 |
|
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
|
# ? May 29, 2021 13:01 |
|
ACTIONS posted:SMELLY (ADEQUATE 5) MAP posted:BOUNDARIES SHRINKING BY 2 NEXT MAP Dog Kisser fucked around with this message at 03:03 on Jun 2, 2021 |
# ? May 29, 2021 14:27 |
|
|
# ? Apr 25, 2024 10:10 |
|
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!
|
# ? May 29, 2021 19:02 |