So we need to wait for the attacks to resolve no?
Star Wars: In The Pits OOC
Been busy, I'll get them done tonight
Brawl Attack Michael
:
2eA+2eP+2eD+1eB+1eS
3 successes
That's 11 Damage before Soak
Brawl Attack Sevrath
:
2eA+2eP+2eD
1 success, 1 advantage
9 Damage for Sevrath, with a setback on his next check.
Fear engaging Bull
:
2eA+3eD
1 failure
so it suffers 1wound and a setback to checks
Fear engaging Bull
:
2eA+2eP+2eD+1eS+1eB
2 successes, 2 advantage
and Bull suffers 10 wounds before Soak, 2 Advantage to knock Bull prone using Knockdown.
Isn't Michael engaged with Bull? Therefore the Beast fighting mike should suffer fear as well.
7 minutes ago, Shlambate said:Isn't Michael engaged with Bull? Therefore the Beast fighting mike should suffer fear as well.
Actually yes it should thank you.
Fear engaging Bull
:
2eA+3eD
3 failures, 2 advantage
so it suffers some extra wounds, passing a boost to the Minions as it inspires them.
Additional Setback from fear when attacking Michael
:
1eS
0 successes, 1 threat
ill throw another wound its way, it looks about done.
Edited by RichardbuxtonI would like to make a terrify check, to scare as many of the beasts as possible, possibly freezing them in fear.
Their discipline is 2 with no training. Both are suffering Fear so add a boost.
Terrify is always two difficulty because I bought the upgrade! Improved Terrify ( Reduce Terrify difficulty to Average and may spend Triumph to stagger Targets. ) I'll take the boost though.
Terrify Check
:
2eP+2eA+1eB+2eD+1eF
6 successes, 3 advantage, 1 Dark Side
Now thats a roll, Ill spend a Destiny to be able to use the Darkside .
" Make a Hard Coercion Check to adding force die equal to force rating disorient targets within medium range per success . Spend 2 Advantage to extend the duration and spend force points to imobilize the afflicted target " Those are the rules I copied for Terrify, so by the checks results I'd like to Disorient 6 of the nearest Vrblthers, Immobilize the one next to Bull and I'd like to increase that to 2 rounds, with one strain recovery. Then I would like Bull to maneuver to stand.
Edited by ShlambateNice! Ok so the only Vrblther not disoriented is the group near Vyrr, the rest all are, that's 4 Rivals and what I'm now calling a single minion group (rather than 3 tiny groups)
Ok I'll have a post up soon enough, Do other party members get boosts or upgrades to the immobile Vrblther?
Yep, A Boost.
after you finish its 1 more PC
So who wants to go next? @Revanchist @Matt Skywalker @Arctanaar
Should be Matt's turn, IIRC. Or am I mistaken in what initiative slot we are right now?
Initiative is Fluid anyone can take the next turn.
Yep, any of the three can act now
I mean, as far as I recall, we are at the 4th initiative slot, and Matt was the only one who didn't act this turn. Or am I mistaken, and we are at the first two slots?
First 2.
I initiated the start of a new round with an NPC slot, shlambate took first PC, now its second:
NPC
PC
PC (we are here)
NPC
PC
PV
I would like for our less active players to take this slot. Meanwhile, I will think of how I want to spend my actions in the case they are busy.
Once you get a chance to post in character Matt I'll get the Minions done. The Rival is looking torn up but hasn't fallen down.
The 9 damage is pre-soak, right?
Alright it's Minion time, there's a single group at Short range from Vyrr and all the rest have now grouped together at Short from the centre
Are the minions dealing damage or just regrouping?
Sorry, had to get back to my kids Sunday mornings, one is regrouping the other will be attacking Vyrr