Uh oh, I guess the beast goes next!
Shadows in the Light (OOC)
Yeah. This the part I've been dreading.
If we both survive, I'll try really hard not to accidentally shoot you Tox.
Who to attack?
Khain1 or Neelig2 : 1d2 1
Well Khain here is the attack roll
Dimlurker2 Attacking Khain : 3eP+1eA+2eD 3 successes, 3 advantage
Oh, solid hit. 7 damage before soak. It also activates a weapon quality of Ensnare 2. And I will throw his ally a boost die on its next roll.
That means you are Immobilized for 2 rounds. Immobilized means you can't perform Maneuvers.
The tentacle wraps around you and squeezes tight. Its tentacles have a special quality of Constrictor: Opponents affected by the Ensnare weapon quality immediately begin suffering from suffocation. That means you take 3 strain at the beginning of each turn you take while suffocating.
Daaaamn XD *brin gets in the ship and flies away*
Two more PC slots before the first worm has it's turn. Who goes next?
I'm still okay if the rest of the fighters wanna go next. @Ahrimon at least, if you wanna act, the floor is yours.
Brin hasn't seen the beasts, so I assume I also have to do a fear check at that point?
1 minute ago, crookedcrown said:I'm still okay if the rest of the fighters wanna go next. @Ahrimon at least, if you wanna act, the floor is yours.
Brin hasn't seen the beasts, so I assume I also have to do a fear check at that point?
Correct. So will S'zish.
I can go. I suffered 4 points of damage (Soak 1 from the heavy clothes I'm wearing under my suit +2 brawn). I suffer 3 strain from the suffocation. Anything else I'm missing? I'm not sure what options for escape are, but otherwise my only option is to punch it at 2eA vs 2eD+1eS(fear). Unfortunately my weapons are slung/holstered and drawing them is a maneuver so I'm pretty limited in my options. If there is an option to try and escape I will try for that. Can I make a coordination check to escape? "Characters can use Coordination to escape from restraints, contorting their limbs at unusual angles so that bindings slip free."
7 minutes ago, Ahrimon said:I can go. I suffered 4 points of damage (Soak 1 from the heavy clothes I'm wearing under my suit +2 brawn). I suffer 3 strain from the suffocation. Anything else I'm missing? I'm not sure what options for escape are, but otherwise my only option is to punch it at 2eA vs 2eD+1eS(fear). Unfortunately my weapons are slung/holstered and drawing them is a maneuver so I'm pretty limited in my options. If there is an option to try and escape I will try for that. Can I make a coordination check to escape? "Characters can use Coordination to escape from restraints, contorting their limbs at unusual angles so that bindings slip free."
Seems like you got the numbers correct.
You had described yourself as showing off the new DH-X. I'll allow you to flip a DP to say it is in your hands ready to fire. But you would count as +2 difficulty for being engaged so, +3eD.
Doing a Brawl attack would be 2eD+1eS a setback for the low gravity.
Escape will be an opposed roll against the Athletics check of the worm. You can use either Athletics or Coordination. Difficulty is +4eD.
Yes because of the Fear effect you add one setback +1eS to every roll.
DP
Well, I hate being a DP hog. I think I've used more than anyone, but yeah I'll flip it.
You want a piece of me!
:
3eA+1eP+3eD+1eS
0 successes, 3 threat
And I missed...
DP
Three threat...(looks at the chart...Significant advantage huh?) Your blaster shot hist the nearby Fusion lantern plunging yourself and Neelig into darkness.
Do you want to post IC or should I?
That was my lantern!!! Poor Poindexter, your life was cut short before you even had a chance to find true happiness. ?
Now that we're engaged, our helmet lamps should light them up enough. I'll get to work on the post.
1 minute ago, Ahrimon said:Now that we're engaged, our helmet lamps should light them up enough. I'll get to work on the post.
True about the headlamps, but yours is being waved around and the others need to point in the direction the person's head is moving. I will apply concealment rules accordingly.
I will volunteer to go next, I may also make everyone else's life easier if I run in there with my fusion lantern first, haha
Edited by crookedcrownGrammar
1 minute ago, crookedcrown said:I will volunteer to go next, I may also make everyone else's life easier if I run in there with my fusion lantern first, haha
You hear the commotion over the coms and a bit of it through the thin atmosphere. You were a single range band from where the group is. Once you get there what will you do?
15 minutes ago, Ryoden said:You hear the commotion over the coms and a bit of it through the thin atmosphere. You were a single range band from where the group is. Once you get there what will you do?
So I am within short range of Tox and Khaine now (and I'm assuming that cost me my maneuver to get into this range band)? Is the light of my fusion lantern enough to make out what's going on? If so, should I roll for fear now?
2 minutes ago, crookedcrown said:So I am within short range of Tox and Khaine now (and I'm assuming that cost me my maneuver to get into this range band)? Is the light of my fusion lantern enough to make out what's going on? If so, should I roll for fear now?
You start your turn at short range of Tox, Khaine Neelig and the Worms. who are all very close to each other. You have not used any maneuvers yet.
Your headlamp gives you a bit of guidance through the gloom and you just witnessed the first one go out. If you were to try and take a shot from here you would be mostly guessing on where the worms are and they would have 3 setback and an upgrade from engagement.
Moving forward first as a Maneuver would allow you to target the worms at only a single setback from the darkness. If you move forward you should roll a fear check at 3
In that case, first Brin shouts some 'inspiring rhetoric' at Tox as she battles the creature (let's start repairing some of that strain damage... I'll have to think of some good rhetoric for IC, lol), and I'd like to use 1 destiny to upgrade the check. Just waiting for your okay before I roll it up.
1 minute ago, crookedcrown said:In that case, first Brin shouts some 'inspiring rhetoric' at Tox as she battles the creature (let's start repairing some of that strain damage... I'll have to think of some good rhetoric for IC, lol), and I'd like to use 1 destiny to upgrade the check. Just waiting for your okay before I roll it up.
Sounds like a fine plan. Khaine is suffering a lot of Strain too btw.
What do you do with your Maneuver?
I thought about that, but Tox has more strain right now... Khaine will probably still suffer further strain, so I could attempt to address that after. For my maneuver, I'm gonna draw my weapon, and get closer to the skirmish -- but after my Inspiring Rhetoric action!
Inspiring Rhetoric -> Tox
:
2eA+1eP+2eD
2 successes
I opted against using Destiny, cause I will almost definitely need Destiny to help Khaine. So Tox heals 2 strain. ****, I really wish I purchased Improved Inspiring Rhetoric now XD Didn't know how often I'd like to use it, hahaha.
1 minute ago, crookedcrown said:I thought about that, but Tox has more strain right now... Khaine will probably still suffer further strain, so I could attempt to address that after. For my maneuver, I'm gonna draw my weapon, and get closer to the skirmish -- but after my Inspiring Rhetoric action!
Inspiring Rhetoric -> Tox : 2eA+1eP+2eD 2 successes
I opted against using Destiny, cause I will almost definitely need Destiny to help Khaine. So Tox heals 2 strain. ****, I really wish I purchased Improved Inspiring Rhetoric now XD Didn't know how often I'd like to use it, hahaha.
Tox is inspired!
2 minutes ago, crookedcrown said:I thought about that, but Tox has more strain right now... Khaine will probably still suffer further strain, so I could attempt to address that after. For my maneuver, I'm gonna draw my weapon, and get closer to the skirmish -- but after my Inspiring Rhetoric action!
Inspiring Rhetoric -> Tox : 2eA+1eP+2eD 2 successes
I opted against using Destiny, cause I will almost definitely need Destiny to help Khaine. So Tox heals 2 strain. ****, I really wish I purchased Improved Inspiring Rhetoric now XD Didn't know how often I'd like to use it, hahaha.
After you move closer, you see the worms and need to make the fear check.
Oh lordy, what is that!? (Cool)
:
2eA+1eP+3eD
1 failure, 1 advantage
well poo DX