[IC] Death & Taxes (Session 4)

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Sep 22, 2020 2:01 pm
"It's just three manlings, not as serious as the undead or spider infest hogs. Get moving if you need to move." Tronus bellows out rolling his neck and not moving yet.
OOC:
Supreme Inspiring Rhetoric (My maneuver and Field Commander as my action.

Update: SIR cost one strain, pass - Next PC (I'm guessing Nera) can get back one strain and a boost die for the next 2 turns. Using the advantage for strain recovery. Field Commander pass - three PCs can get a manuvuer now on my turn (out of turn) for the cost of 1 strain.


Last edited September 22, 2020 2:06 pm

Rolls

S I R check (Avg Leadership)

2 Success, 2 Advantage, 1 Failure, 2 Threat

Total: 1 Success

Field Commander

2 Success, 3 Advantage, 1 Failure, 2 Threat

Total: 1 Success, 1 Advantage

Sep 22, 2020 2:09 pm
OOC:
For 1 success on the original IR roll, you can affect one ally. Who would you like to heal 1 Strain and get the +1 boost to all checks for the next 2 turns? Nera gets the +1 strain and the boost on checks for 2 turns.

For Field Commander, 3 allies can perform a free maneuver for 1 strain - out of turn, so NOW. Could be used for Nera to draw her bow, or to advance a bit and gain on the bad guys without the Athletics of Coordination check. Two others would get a free maneuver, too. Field Commander's great for foot chases!
Sep 22, 2020 7:24 pm
OOC:
I uh, already have swift... can I use my painful blow talent to deliver a (nonlethal) blow to one of the creepers, like shooting them in the leg?
Sep 22, 2020 7:55 pm
somebox says:
OOC:
I uh, already have swift... can I use my painful blow talent to deliver a (nonlethal) blow to one of the creepers, like shooting them in the leg?
OOC:
Ah, beautiful. You also have Fleet of Paw, so the "Haste" buff from Augment isn't helpful, either. CESN, any creative buffs you might have given Nera with Augment? Maybe some temporary night vision that lets her ignore the 2 setbacks?

As for non-lethal damage: I don't think that's doable with standard arrows. My understanding is Painful Blow means you hit like normal, but you also wound the target in a way that makes them have a hard time moving. Since arrows are pointy, I think the assumption is that they do wound damage.

If you sacrifice a maneuver, I'd let you break the arrowhead off an arrow and then shoot that with an added setback thrown in, though. In that case, I could see the arrow doing strain damage and not being lethal. Alternatively, a Story Point might be used to keep a downed enemy alive.
Sep 22, 2020 8:41 pm
OOC:
If you hit with Painful Blow (you also upgrade the difficulty of the shot btw) you do damage, every maneuver they make afterwards is at the cost of 2 strain so eventually they'll pass out if you don't kill them outright. Don't forget you got a free boost and a free maneuver now... also one move for Hildar and Bruv (sometimes Bruce due to autocorrect) too then it's someone else's turn.
XD
Sep 22, 2020 9:29 pm
OOC:
The only thing I was thinking of doing was dropping a Curse on one of them to Paralyse them but at his range it's not possible as with the Range additional effects I'd need it'd push the difficulty up beyond the max for the spell even if I burned 2 x manoeuvres to close to Medium range
Sep 23, 2020 2:44 am
OOC:
I like this break-an-arrow plan. I'm asking too many questions: Thanks to Tronus I can perform an additional maneuver in addition to the two I already get, which hypothetically lets me move closer, pull out my bow, AND prep an arrow?
Sep 23, 2020 3:48 am
somebox says:
OOC:
I like this break-an-arrow plan. I'm asking too many questions: Thanks to Tronus I can perform an additional maneuver in addition to the two I already get, which hypothetically lets me move closer, pull out my bow, AND prep an arrow?
OOC:
You've not got your bow out, so you're looking at four maneuvers to do everything you're asking to do: 1) get bow out, 2) break arrow, 3 & 4) close distance from Long to Medium (putting you in the corn). If you want to be able to shoot, you'd have to use a regular arrow and just flip a SP to keep them alive if you kill someone. Or break all this up over two turns; you'll be keeping distance with them thanks to Swift.
Sep 23, 2020 7:59 am
SavageBob says:
some temporary night vision that lets her ignore the 2 setbacks?

OOC:
sounds good. I think I counted the Ps wrong, but that works :D
Sep 23, 2020 3:21 pm
OOC:
Good deal. No setbacks to Nera for darkness. Seems like folks think Nera should go next, meaning that Hildar and Bruv can react to whatever happens in the final two PC slots.
Sep 23, 2020 5:33 pm
OOC:
Lets do it!!
While a more sensible person might measure their actions, such time-losing thoughts do not cross Nera's mind. She immediately:
1) Breaks into a sprint through the corn.
2) Pulls out an arrow, cuts off the head with a swipe of her claws, and holds the arrow between her teeth.
3) Brings out her bow, and fires the custom arrow at a fleeing creeper.
OOC:
Hope I did that roll correctly! What the hell can I even do with 9 potential advatage, make them trip over each other like the three stooges?
Last edited September 23, 2020 5:35 pm

Rolls

painful blow +1green & 2boost

2 Success, 10 Advantage, 2 Failure, 1 Threat

Total: 9 Advantage

Sep 23, 2020 6:25 pm
OOC:
This is not at all directed at you, somebox. Your misfortune is of course my misfortune here. And this sucks, but...

LOOOOOLOLOLOOLLLLOLLLO!!!???!!!

This I think supercedes the previous record most lopsided roll that I've ever seen fail. And simultaneously is definitely the most Advantage I've ever seen rolled in one roll (previous was 7).

Wow
Sep 23, 2020 6:45 pm
OOC:
9 Advantage! Good night. I've only ever seen that on checks where someone was spamming the Star Wars crafting system.

Just a point of order, but Nera can't break an arrowhead off AND make it to medium in one turn, even with all the buffs. Taking out the bow and breaking the head off the arrow are two separate maneuvers, and making it to medium range required two more maneuvers. SO, we can assume this was a regular arrow, and that Nera is now at medium range to these guys (and hence in the corn).

Making them trip is definitely a good use for 3 of those advantages. 6 more and they emerge from the corn? They'd still be long range to Bruv and Hildar, but at least within sight for a magic spell at medium range if the spellcasters try to close distance with them?
Sep 23, 2020 7:12 pm
somebox says:
What the hell can I even do with 9 potential advatage, make them trip over each other like the three stooges?
OOC:
Should be enough for the corn to turn against the creepers in a... creepy way
Sep 24, 2020 11:43 am
OOC:
Dumb question if it's 2 maneuver to move due to difficult terrain and you have swift is it one manuver to move to medium from long?
Sep 24, 2020 12:07 pm
OOC:
Medum to Long is normally 2 maneuvers, but difficult terrain doubles that to 4. So Swift just keeps it at the normal 2.

If we use the advantage to bump these guys out of the corn, the rest of you will be at Long range, meaning 2 maneuvers moves you to Medium (and within ranged-attack/spell distance.) I'll do that unless I hear back from somebox with another idea in the next few hours.
Sep 25, 2020 1:19 am
OOC:
That looks like a good course of action, get rid of the corn element.
Sep 25, 2020 2:30 am
As Nera rushes through the cornstalks, the moon seems to glisten off the ripe ears, illuminating what looks like a path directly after the Night Creepers. The Catfolk pulls her bow out and notches an arrow, waiting to get a clear shot at the fleeing bird-things. She seems to get them lined up perfectly, but she overlooks a small puddle at the last minute, jostling her paw and sending the arrow thunking into the ground just in front of the strange figures. Yet the arrow seems to startle the Night Creepers; they stumble over one another and crash through the corn back into the clearing, now a fair way northeast of the mayor's manor, but visible once again to the people in the clearing...
OOC:
So, I think 6 advantage is about right to force them back out of the corn. We considered making them fall prone for 3 more, but that' would actually disadvantage any of you who want to try a spell at range. Instead, we can pass 3 boosts, as these guys are stumbling about, unable to dodge properly for the moment.
Sep 25, 2020 2:32 am
Seeing the Night Creepers re-emerge, the guard flees toward the house. "I have to warn the mayor!" he says, slipping through the back door.
OOC:
That leaves Bruv and Hildar. Currently at long range to the Night Creepers. +3 boosts to the next one of you to go. Two maneuvers puts you at medium to them.
[ +- ] Initiative
Sep 25, 2020 12:53 pm
OOC:
You also have an out of turn man for 1 strain vs 2 on your turn
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