Apr 3, 2018 9:24 am
Hearing Andrezi's words several of the crew let out a raged cheer before quickly going back to their preparations. The enemy vessel closes the distance rapidly, a few half hearted shots from their cannon and deck guns come at the Diamant as the enemy vessel comes in but they do not seem to be making much of an effort to damage your vessel.
In a 'round' you take turn to spend your raises. Starting with the character with the highest number you take turns spending one or more of your raises on a single action within the round (the more raises you have the more you can do), these can be either to do something (such as hitting an enemy with a weapon), avoiding a Consequence (dodging out of the way of an explosion, using a rope to swing over a flame so it doesn't burn you as you pass through a room that is on fire, etc) or to create an Opportunity that another player can take advantage of (throw a rope from a window that they could use to climb up, note that there is something about the scene such as a letter on a desk that another player could grab).
If you are attempting an Action that is in line with your Approach for the round, or if you are taking advantage of an Opportunity, then it costs one raise (in some cases you can spend more than one to have a greater effect (such as dmaging someone with an attack)). If you want to do an Action that is different to what you declared your Approach would be then it costs an additional raise.
The enemy ship will close with the Diamant at the end of the round.
Order of Raises for first Round:
Andrezi - 3
Dr Bastien - 3
Enemy Captain - 2
Chrisitan - 2
Llorenco - 1
The Consequences for this round are as follows:
• If you are 'aloft' (either in the rigging or the crows nest - Spend a raise to swing round out of the line of small arms fire from the enemy vessel or take a Dramatic wound
• If you are on the main deck - Spend a Raise to not get blown overboard due to an explosion or simply losing your footing on the tossing deck.
• If you are below deks you are relativly safe for the moment.
Oportunities (these aren't exhaustive and are merely suggestions on things you can do with your raises):
• If you are observing the enemy ship you can spend a raise to learn some pertinant information about it.
• The Diamant currently has a Strength 10 Brute Squad 'pool' available to be directed (the rest of the crew are busy with general preparations) split into 2 x Strength 5 Brute Squads. You can spend a raise to direct one of the suqads to do something.
• Spend a Raise to Cross the T. This is perhaps the most potent naval combat maneuver known in Théah, and causes a Critical Hit to the enemy vessel.
• Spend a Raise to aim a cannon or firearm at a powder keg aboard the enemy ship. The powder keg explodes, destroying a single Brute Squad.
• Spend a Raise to target the rigging on the Tempest with a firearm. The rigging and sails drop onto a Brute Squad, immobilizing them and effectively removing them from the Scene.
• Spend a Raise to disable the rudder of the Tempest. The Tempest cannot change direction or effectively dodge cannon fire, so the next time it takes a Critical Hit it takes an additional Critical Hit.
Andrezi and Bastien are up first.....
OOC:
Andrezi get's an additional Hero Point for that stiring speach! I'm also going to buy Christians 1 left over dice so he gains a Hero Point and I gain a Danger point. I've started a thread to track all of the Hero points and my Danger Pool so I'll be updating that as you gain/spend any.In a 'round' you take turn to spend your raises. Starting with the character with the highest number you take turns spending one or more of your raises on a single action within the round (the more raises you have the more you can do), these can be either to do something (such as hitting an enemy with a weapon), avoiding a Consequence (dodging out of the way of an explosion, using a rope to swing over a flame so it doesn't burn you as you pass through a room that is on fire, etc) or to create an Opportunity that another player can take advantage of (throw a rope from a window that they could use to climb up, note that there is something about the scene such as a letter on a desk that another player could grab).
If you are attempting an Action that is in line with your Approach for the round, or if you are taking advantage of an Opportunity, then it costs one raise (in some cases you can spend more than one to have a greater effect (such as dmaging someone with an attack)). If you want to do an Action that is different to what you declared your Approach would be then it costs an additional raise.
The enemy ship will close with the Diamant at the end of the round.
Order of Raises for first Round:
Andrezi - 3
Dr Bastien - 3
Enemy Captain - 2
Chrisitan - 2
Llorenco - 1
The Consequences for this round are as follows:
• If you are 'aloft' (either in the rigging or the crows nest - Spend a raise to swing round out of the line of small arms fire from the enemy vessel or take a Dramatic wound
• If you are on the main deck - Spend a Raise to not get blown overboard due to an explosion or simply losing your footing on the tossing deck.
• If you are below deks you are relativly safe for the moment.
Oportunities (these aren't exhaustive and are merely suggestions on things you can do with your raises):
• If you are observing the enemy ship you can spend a raise to learn some pertinant information about it.
• The Diamant currently has a Strength 10 Brute Squad 'pool' available to be directed (the rest of the crew are busy with general preparations) split into 2 x Strength 5 Brute Squads. You can spend a raise to direct one of the suqads to do something.
• Spend a Raise to Cross the T. This is perhaps the most potent naval combat maneuver known in Théah, and causes a Critical Hit to the enemy vessel.
• Spend a Raise to aim a cannon or firearm at a powder keg aboard the enemy ship. The powder keg explodes, destroying a single Brute Squad.
• Spend a Raise to target the rigging on the Tempest with a firearm. The rigging and sails drop onto a Brute Squad, immobilizing them and effectively removing them from the Scene.
• Spend a Raise to disable the rudder of the Tempest. The Tempest cannot change direction or effectively dodge cannon fire, so the next time it takes a Critical Hit it takes an additional Critical Hit.
Andrezi and Bastien are up first.....