Are Takane, Kai, and Chadrik at medium range from Mr. Whip? Closer? How much would it take for any of us to get behind the whip-wielder or encircle him?
The Evening Lamp OOC
Yeah, medium range.
18 hours ago, KungFuFerret said:Eh, as much as I want to punch someone, Kamoa wouldn't leave her side. Feel free to do whatever you want, he'll just take last action slot.
I'm pretty sure you're up.
Are there any targets left up at this point? And what range band are they from Shiso and Kamoa?
Just the Whip, I think?
1 hour ago, Edgehawk said:Just the Whip, I think?
Is that correct GM?
Correct.
Still short range like last round? Any other modifiers other than the Adversary 1 for my dice pool to throw another rock?
He is no longer engaged to any other targets, so no need for an additional upgrade beyond Adversary.
Throw Rock
:
3eA+1eC
1 success, 3 advantage
Only 2 Advantage at this point, since improvised weapon has auto-threat.
I think you said rocks were brawn+1 damage correct? If so, 6dmg pre soak.
I will also maintain Sense, and the Body Guard effect for an additional strain. however I will use the 2 advantage to recover 2 strain.
So that did what, 2 damage after soak I think, on Mr. Whip?
1 after soak.
And IIRC, my action was the last for that round roster, yes?
So that starts Round 4:
- PC
- NPC ally
- PC
- PC
- PC
- PC
- Ally or Mr. Whip
- Ally or Mr. Whip
- PC
Who wants to try to take this guy down?
Kai has just enough strain to burn, to swoop in and beat him with a stick?
30 minutes ago, Edgehawk said:Kai has just enough strain to burn, to swoop in and beat him with a stick?
We also want you to survive, though! But I guess we get several more tries before he gets his turn again.
I don't suppose there is any way we can just terribly wound him instead of terribly wound and kill him? Maybe get some information out of him?
I would be happy to go first and use Improved Terrify on him. Success means he is immobilized, which should make him easy to subdue.
5 minutes ago, Magnus Arcanus said:I would be happy to go first and use Improved Terrify on him. Success means he is immobilized, which should make him easy to subdue.
I like that plan. Just be ready for the possibility that Phoon won't want to keep this guy breathing.
Did we lose @Magnus Arcanus ? :?
Hope not. But I think it would be fair for someone else to go ahead and take the first slot.
Sorry, no I guess I was waiting to make sure all were in agreement (and I also got busy). I will go ahead and take the roll.
I think we can assume if nobody chimes up, they don't have an issue with an action being suggested.
OK my turn will be:
Drop Enhance effect
Action to Improve Terrify
Maneuvers dependent on if Imp Terr works.
Improved Terrify attempt
:
2eP+1eA+2eF+2eD
2 successes, 1 threat, 3 Light Side
2 success, one threat. He is disoriented for one round. I will spend one FP to immobilize him as well.
Maneuver to move to engaged range with him.