Yeah, that works.
The Evening Lamp OOC
If it's okay, Takane will go next. Her turn is as follows:
Maneuver 1: Draw Sword*
Maneuver 2: Guarded Stance [cost: 2 strain]
Action: Activate Control (Defense) upgrade of Sense.
Takane's Sense gives her 2 upgrades to two attacks. Also, narratively (if it's okay with you, Blackbird), while she took a maneuver to draw her sword, narratively I'd like it to be her preparing to do a "lethal draw" maneuver once someone comes in range. She still mechanically has the weapon drawn and can be disarmed (resulting in her sword slipping unceremoniously from the sheath onto the ground), but just hasn't actually drawn it yet.
Alright.
Time to start packing boxes (moving soon), so here's my go:
- Maneuver: Stand up from prone (seated by the lamp).
- Incidental: "Little one, if you know a place to hide, go there now!"
- Trade Action for Maneuver: Adopt Guarded Stance.
On to you, @Edgehawk !
Is it okay to flip a Destiny Point to upgrade my attack?
edit: any upgrade on difficulty for attacking the speaker of the group?
Edited by Edgehawk9 minutes ago, Edgehawk said:Is it okay to flip a Destiny Point to upgrade my attack?
edit: any upgrade on difficulty for attacking the speaker of the group?
My preference is that Destiny Point flips should be at individual players' discretion, since waiting for everyone to approve just prolongs the game more.
24 minutes ago, SavageBob said:My preference is that Destiny Point flips should be at individual players' discretion, since waiting for everyone to approve just prolongs the game more.
I concur.
1 minute ago, Blackbird888 said:I concur.
How about attacking the Speaker? Any upgrades?
One upgrade.
- Quickdraw (incidental)
- Close to short range (maneuver)
- Hawk Bat Swoop (action)
- flip Destiny point to upgrade
The Evening Lamp | |
Description | Hawk Bat Swoop Speaker |
Results |
2eA+3eP+1eB+1eF+1eD+1eC+2eS
:
2 successes, 5 advantage, 1 Dark Side
[2eA=S, A] [3eP=S/S, S/A, S/A] [1eB=A/A] [1eF=DS] [1eD=-] [1eC=F/F] [2eS=F, -]
|
- 1 pip to engage
- 2 advantage to crit
- 2 advantage to withdraw back to short range (2nd maneuver)
- 1 advantage to boost the next PC
Edit to add damage: 7 (base) + 2 (successes) = 9
Campaign | The Evening Lamp |
Description | Crit |
Results |
1d100 : 4 [1d100=4] |
Minor nick (suffer 1 strain)
Edit to also add: (Kai suffers 1 additional strain, and takes a point of conflict, for utilizing the dark pip to engage) @Blackbird888
@Absol197 : Takane is up next.
3 hours ago, Absol197 said:If it's okay, Takane will go next. Her turn is as follows:
Maneuver 1: Draw Sword*
Maneuver 2: Guarded Stance [cost: 2 strain]
Action: Activate Control (Defense) upgrade of Sense.
Takane's Sense gives her 2 upgrades to two attacks. Also, narratively (if it's okay with you, Blackbird), while she took a maneuver to draw her sword, narratively I'd like it to be her preparing to do a "lethal draw" maneuver once someone comes in range. She still mechanically has the weapon drawn and can be disarmed (resulting in her sword slipping unceremoniously from the sheath onto the ground), but just hasn't actually drawn it yet.
Takane already went. Right?
10 minutes ago, Absol197 said:Takane already went. Right?
Yeah, I'm totally paying attention.
So it went Bralane > Phoon > Kamoa > Takane > Zik > Kai. Now it's back to me.
Injured aggressor:
- Quick Draw (incidental): Draws sword.
- Maneuver to direct nearby minion group (3 minions) to perform an immediate free maneuver.
- Maneuver to move back to medium range from Kai.
Minion group (free maneuver):
-
Moves to short range of Bralane. Draws weapons.
Shisa:
- Does nothing.
@SebastianArrow : Chadrik is up.
Edited by Blackbird888Well, Chadrik cannot actually engage with any enemies this round so...he won't.
- Maneuver to activate Lightsaber
- Action to commit Force Die to activate Defense upgrade of Sense (upgrades the first attack against him once)
So we are now at the last 2 slots, that are the ADV's right? All players have acted at this point? Brain is fuzzy from lack of sleep, broken AC, and crazy work week
I'm missing a bad guy slot, so the next three turns are Adversary.
Minion group 1 : maneuver to draw weapons, maneuver to disengage from Phoon.
Minion group 2 : maneuver to engage Kai, attack. @Edgehawk : Kai can attempt Parry if you'd like.
2eP+1eA+2eS+2eD
:
5 successes, 3 threat
[2eP=S, S/S] [1eA=S/S] [2eS=Th, -] [2eD=Th, Th]
Damage is 8 after soak but before Parry. If you don't want to use the Threat, the group suffers difficulty upgrade on their next check.
Bad guy lieutenant :
Quick Draw, maneuver to move to short range of Bralane, attacks with a whip, flip DP to upgrade:
3eP+2eS+2eD
:
3 successes, 1 threat
[3eP=S/A, S/A, S/S] [2eS=F, -] [2eD=Th/Th, Th]
Damage is 2 after soak, but before Parry. @Magnus Arcanus , you may Parry if desired.
End of round. Disorient ends on all enemies.
Ooh, ouch. If no one else (wink wink Chadrik) moves to help Kai, Takane might leave Shisa's defense to Kamoa and go help him. He's got four on him, including the boss, and while I'm not sure what kind of weapons they're using, but that looked like it hurt!
Minion group 2:
- Parry (reduces damage by 4, to 4; Kai suffers 3 strain)
- Improved Parry (use 3 threat to riposte for base damage of 7)
1 hour ago, Blackbird888 said:Minion group 1 : maneuver to draw weapons, maneuver to disengage from Phoon.
Minion group 2 : maneuver to engage Kai, attack. @Edgehawk : Kai can attempt Parry if you'd like.
2eP+1eA+2eS+2eD : 5 successes, 3 threat [2eP=S, S/S] [1eA=S/S] [2eS=Th, -] [2eD=Th, Th]
Damage is 8 after soak but before Parry. If you don't want to use the Threat, the group suffers difficulty upgrade on their next check.
Bad guy lieutenant :
Quick Draw, maneuver to move to short range of Bralane, attacks with a whip, flip DP to upgrade:
3eP+2eS+2eD : 3 successes, 1 threat [3eP=S/A, S/A, S/S] [2eS=F, -] [2eD=Th/Th, Th]
Damage is 2 after soak, but before Parry. @Magnus Arcanus , you may Parry if desired.
End of round. Disorient ends on all enemies.
If this is a melee attack against me, I think there needs to be one more setback: 1 for disorient, 1 for guarded stance, one for my triumph used to increase defense by 1 until start of my next turn.
I have no ranks in Parry, so 2 damage it is (maybe one less depending on set back die roll)
6 minutes ago, Magnus Arcanus said:If this is a melee attack against me, I think there needs to be one more setback: 1 for disorient, 1 for guarded stance, one for my triumph used to increase defense by 1 until start of my next turn.
I have no ranks in Parry, so 2 damage it is (maybe one less depending on set back die roll)
1eS
:
1 failure
[1eS=F]
1 damage after soak.
Edited by Blackbird88810 minutes ago, Edgehawk said:Minion group 2:
- Parry (reduces damage by 4, to 4; Kai suffers 3 strain)
- Improved Parry (use 3 threat to riposte for base damage of 7)
You successfully take out 1 minion.
15 minutes ago, Absol197 said:Ooh, ouch. If no one else (wink wink Chadrik) moves to help Kai, Takane might leave Shisa's defense to Kamoa and go help him. He's got four on him, including the boss, and while I'm not sure what kind of weapons they're using, but that looked like it hurt!
Oh, Chadrik is thinking some nasty thoughts about them folks.
So, I think Blackbird will narrate all this now in the IC thread?
As we're brainstorming the next round, remember I can try to Imbue someone engaged with me (Short range if I roll really well, but that's iffy) to upgrade your attack stat. Better to use it while still engaged before folks run off to attack (Takane or Kamoa if I'm remembering correctly who's still hanging back with Shisa—Chadrik, too?).
Edited by SavageBob