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Post by Dirac Sil on Feb 20, 2009 21:01:27 GMT
That's what I'm hoping! Though really, I'm assuming Aram has got this in hand anyway with his rolls!
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Feb 20, 2009 22:07:37 GMT
In that case, shouldn't I get an extra die? I am on the same horse and attacking the same enemy after all. If so, that will give me a chance to rearrange my numbers somewhat. I had originally changed to the 48 because I thought double-digit numbers didn't cause switch-ups, but then I read the rules and thought they meant that it would cause one if the tens digit differed, which is why I used the 29. The 48 leaves me vulnerable to a 9 and more vulnerable to a 1, but with the extra number I'd fare better - and if it's a 1 or an 11 I can get 49 or 59 and do better still!
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Post by Dirac Sil on Feb 20, 2009 23:06:26 GMT
Heh, well you could if you chose an ability that allowed you to take advantage of unusual terrain and gain an extra die, and if you were lightly armoured enough to swing in an unpredictable way from your horse and still steer! The benefits of having the ability I have, the armour I haven't, and the passenger seat I have.
I assume you have enough tanking abilities in the background to be going on with, and I reckon you will probably kill the Kraan before Meldroac's cool rolls even take effect! But it's the first time the stars have aligned nicely, so darn it I wanted to take my shot.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Feb 20, 2009 23:11:25 GMT
Ah, I thought that was a general rule. Yes, I have an ability that will let me deal extra damage enough to finish off the Kraan. I think it's best for me to keep the 29 in this case. Bonnie's 38 should be high enough in the event that it used a high number, and your 8 should cause a switch-up considering the numbers you kept in reserve to prevent it from being canceled. I think we've got this one covered.
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Post by zipp on Feb 20, 2009 23:27:04 GMT
Round ResultsSeeing the injured Kraan coming towards her, Bonnie felt a distinct rise in her tension. But she controlled herself and drew her shortsword for a counter-attack. The Kraan came in with a massive forward thrust of its beak, but the move cost it dearly. Bonnie sidestepped the attack and brought her sword down upon the beast's neck, halfway severing the head from its body. The beast's shriek turned to a gurgle, but like a chicken, it's body kept moving, the massive wings beating about Bonnie in a death-frenzy. Aram came riding past a moment later and ended this last bastion of resistance with a cut to the creature's spinal cord. They all heard another shriek, and turned to the distance, where the other Kraan was. It had stopped chasing the horse, and was turning back towards them, specifically headed for Gregor and Sherri (who were the closest targets). Already mounted, the mage was trying to control his steed and turn it away from the approaching Kraan. "Damn it all!" Owain said, for it was his arrow that had drawn the beast's attention prematurely. Gregor is killing the downed giak and mounting up. I'll allow the double action because the giak couldn't fight back, and so it's a quick kill. Also, I like the detailed post you made. Good posts are tie breakers for me in decision tie-ups. Meanwhile, Owain is firing his bow at the distracted kraan, which deals one damage.
Kraan 1 (target Bonnie): 12+17 (11 11 saved) Aram: 13+16=29, saving both the 19 and the 12 Bonnie: 20+18 and save 3 rolls to counter the opponent Meldorac: 8 (4+4), 1 (2 and 14 saved)
Well, this was close, you guys! One more added number, and you'd have been sunk! As it is, everyone except Meldorac (sorry, man, it would've been a good one!) succeeds in their attacks, and I'm not even going to add up damage... that Kraan is dead!
The other Kraan is alerted now by Owain's arrow, and is chasing you down. It will reach Gregor (who I put at furthest away) this coming round and will attack him. Gregor, if you want to use a dodge, you can escape the attack and put more distance between you and the Kraan. If successful, you'll be riding away from the Kraan without any damage, and it won't be able to attack you again before you reach the gates. If you want to trade blows, roll for combat instead (or magic, if you use lightning hand). In this case, you won't be able to escape this turn, and will probably have to keep fighting.
The only characters in range after that would be Bonnie and Owain, on their horse. If they also dodge, the Kraan will be left behind. But that's a couple rounds from now, so I'll give you more info as we get there.
this round's rolls: invisiblecastle.com/roller/view/1946654/
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Post by Dirac Sil on Feb 20, 2009 23:44:45 GMT
Heh, I did say in private that if the Kraan did se a single X8 or X9 attack then that would suck, but at least I knew I couldn't be harmed!
I guess it's the risk of combat either way - play a 1 later and have it be potentially be discarded, or play it early and have it potentially be for nothing f you lose overall.
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Post by Gregor on Feb 21, 2009 9:09:10 GMT
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Post by Bonnie Sommer on Feb 21, 2009 9:37:09 GMT
When the Kraan dies Bonnie quickly moves towards Owain and his horse ready to remount it and leave for the gates.
Query: Is Bonnie in range for firing at the Kraan from a distance? If in range she will fire at it.
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Post by Dirac Sil on Feb 21, 2009 10:06:50 GMT
Actually Gregor, you roll your combat skill +1 die and conduct a round of combat as normal (just you can deal no damage). So your rolls stand, just position them intelligently and you might live to blast some magic from afar
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Post by Brother Owain on Feb 21, 2009 11:01:05 GMT
Owain reloads and fires a second bolt at the flying Kraan, hoping to slow the monster and help Gregor escape. 9, 17, 9, 20He then shouts for Bonnie to mount up, wheels his horse again and gallops towards the gates.
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Post by Bonnie Sommer on Feb 21, 2009 11:50:12 GMT
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Feb 21, 2009 14:55:04 GMT
After dispatching the wounded Kraan, Aram continues straight for the gates of Oasis, riding hard to outpace the Kraan that's still airborne.
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Post by Bonnie Sommer on Feb 21, 2009 19:15:19 GMT
Actually Gregor, you roll your combat skill +1 die and conduct a round of combat as normal (just you can deal no damage). So your rolls stand, just position them intelligently and you might live to blast some magic from afar Gregor has the spear for +2 combat dice. Not sure if it will apply here.
If not, Gregor can still use stress to reroll one or more of the dice.
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Post by Brother Owain on Feb 21, 2009 19:54:52 GMT
... Or, alternatively, to add dice before you roll. Feel free to use some stress points, we'll all be reduced to gibbering wrecks within a few scenes anyway.
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Post by Dirac Sil on Feb 21, 2009 19:58:42 GMT
If Gregor describes his rout with a spear well, i assume he gets the bonus dice!
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