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RE: Glorified Mercenaries (Game Start!) [LWRPG]
07-30-2013, 04:37 AM
(This post was last modified: 07-30-2013, 04:39 AM by MaxieSatan.)
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SpoilerBart's attack roll: d10 (1!)
Kairui's attack roll: d10 (6) + Precision (3) + skill bonus (1*) = 10
Dregs 2 and 3 both have Resolve of 10.
Hit, dealing 8 damage! Dreg 2's resolve is now 2, as is Dreg 3's; they're quite close to death now.
Naisse's attack roll: d10 (1!)
* I'm counting Solar Power as null, since it's clear, but evening! I figure he's catching some of the rays bounced off the moon, as it were.
Bart's careful aim is spoiled by jittery hands, and his shot flies right over the dregs and into the tree at B10. It erupts into flame, undeterred by the relatively low power of the sprinklers.
Kairui's Cone of Light, however, manages to blast the dregs full-force! They, and the area around them, seem to dry out considerably from the energy now hanging around the area. The puddle that was previously itself a slime remains as thick and fluid as before...
Naisse's shot juuuust grazes dreg number 2, chipping away a tiny bit of the layer of dried mud, but not doing any actually meaningful harm to the thing. The bullet lodges in the mud behind its intended target, where it very slowly sinks.
ENEMY TURN
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SpoilerDreg #2's Attack Roll: d10 (7) + Precision (5) = 12
Albert's resolve is greater than 12.
Hit, dealing 4 damage! Albert's resolve is reduced to 13.
Dreg #2 regains 5 Resolve, bringing its total up to 7.
Dreg #2 has used its Special Attack for the round.
Dreg #2 quickly dashes through its fallen ally, absorbing it into its mass. Easily doubling in size, it proceeds to slam into Albert!
Dreg #3, unable to find an easily-accessible source of mud, swiftly skirts the thorns and regroups.
The other dregs approach the party, taking care not to get too close to the flaming tree.
The thorn bush near the tree has caught fire.
Recap
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Spoiler
Albert: 13 Resolve
Giles: 18 Resolve
Bart: 16 Resolve
Kairui: 19 Resolve
Naisse: 19 Resolve
Dreg #2: 7 Resolve
Dreg #3: 2 Resolve
Other Dregs: 15 Resolve each
Turn order: Albert -> Giles -> Bart -> Kairui -> Naisse -> Dregs
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
07-30-2013, 05:12 AM
(This post was last modified: 08-01-2013, 12:44 PM by VerifiedNutcase.)
First roll in combat: natural 1. Why aren't I surprised. :V
If you were a more dickish GM, Guy, (read as: more like GMs I used to play with years ago) I'll bet you'd have made me set Albert on fire instead of a tree.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-01-2013, 03:33 PM
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SpoilerAttack roll: d10 (8) + Precision (3) = 11
Resolve Roll: d10 (9) + 7 = 16
Hit, dealing 8 damage! Dreg #2 now has a resolve of -1.
Albert gives the dreg a quick but forceful stab, then runs off to the other side of the arena. While it looks considerably wibblier after the attack, the blob remains intact.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-02-2013, 12:48 AM
Giles will cast Disorienting Vision on Dreg 2, then move to D1.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-03-2013, 02:42 AM
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SpoilerAttack roll: d10 (2) + Precision (2) = 4
Miss, no effect.
The slime seems to shudder a little, but is otherwise unaffected by Giles's attack.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-03-2013, 04:47 PM
(This post was last modified: 08-03-2013, 04:49 PM by VerifiedNutcase.)
Bart sighs in frustration at the misfire, taking a breath or two to calm down.
He attempts to cast Embers again, this time at the bushes at E7 in the hopes of slowing down the slimes' advance; they certainly don't seem to be fond of fire.
But not before stepping over to C1 to hide behind Kairui of course.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-03-2013, 05:01 PM
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SpoilerFor targeting scenery and the like, I'll be counting attack rolls at +1, since there's not much the target can do to resist or dodge. If the roll's high enough, I might also damage nearby enemies depending on the circumstances.
Attack roll: d10 (9) + Precision (6) + skill bonus (1) = 16
A powerful hit! Dreg 4 takes half damage, rounded down, losing 3 resolve.
The thorns burst into lovely flames, causing the nearby dregs to shrink away a bit. The edge of Kairui's mask gets a bit singed.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-04-2013, 01:56 AM
"...You incompetent BUFFOON. Look what your utter insipidity did to my mask! This is a Holy Mask, and there will be repercussions for damaging it. Sigh. For now, I want you as far away from me as possible. So scooch."
Kairui then makes an Arcane Portal to E-14, and casts Into the Void at the dreg at E-11.
(despite what I said, Bart is more than welcome to piggyback alongside him, if he happened to be touching Kairui at the right time. I'll leave that decision to Guy, though, maybe.)
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-04-2013, 03:01 AM
(Piggybacking would be good, I think, a little extra punch wouldn't be amiss over that side.)
"Oh! My sincerest apologies, your grace." Bart puts a hand on Kairui's arm as he leans over to one side to peer at his mask to check it for damage.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-04-2013, 05:54 AM
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SpoilerRoll to portalize: d10 (4) + skill bonus (3) = 7.
Since this is a fairly low-stakes battle and a fairly small area, we'll say that's CR 5, making this a pass. For the record, each time you use Arcane Portal in one battle I'll up the difficulty by one, at least until it gets preposterous; don't want you to be totally independent of that 3 movement, now~
Luck roll for Bart not to end up royally screwed: d10 (8) + Luck bonus (5) = 13.
I'll call piggybacking the initial teleport CR + 3. With CR 8, Bart still has a healthy margin of error, and follows successfully. I think he'll also be taking... let's say a 50% movement penalty, though.
Bart and Kairui teleport safely. Kairui cannot move or teleport next turn.
----------
Kairui's attack roll: d10 (6) + Precision (4) + skill bonus (1) = 11
Dreg #5's resolve is greater than 11.
Hit, dealing 5 damage! Dreg #5's resolve is now 10. Dreg #5's movement is now 1.
Kairui VOIPs over to the other side of the field, accidentally taking Bart along for the ride. Kairui all but collapses from the effort, and Bart is quite shaky as well. Nonetheless, Kairui is able to easily fire off a powerful blast of void magic at one of the dregs, causing a chunk of it to turn back to fall off and turn to inanimate mud.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-04-2013, 05:57 AM
Naisse shuffles her way to behind the nearby tree, stopping at F4, and fires at dreg #4.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-06-2013, 11:39 PM
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SpoilerNaisse's attack roll: d10 (3) + Precision (4) + skill bonus (1) = 8
Dreg #4's resolve is greater than 8.
Hit, dealing 6 damage! Dreg #4's resolve is now 6.
Naisse gets behind one of the trees, leans to the left and carefully lines up a shot. It hits, sending mud splattering everywhere, but the targeted dreg manages to hold itself together.
ENEMY TURN
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SpoilerDregs #3 and #4 take minor damage from the nearby flames! -1 resolve to #3, -2 to #4.
Attack roll for Dreg #4: d10 (4) + Precision (3), -1 for attacking an opponent around cover = 6
Naisse's resolve is greater than 2.
Hit, dealing 2 damage! Naisse's resolve is now 17. SO WATCH OUT, I suppose.
The dregs in the center appear to panic and flee from the spreading flames! A couple slide off to the left, but most of them head to the right. On the way, dregs #3 and #5 absorb some of the mud on the ground, reconstituting themselves but not growing nearly as large as #2 did.
While #8 approaches Albert, the flames ward it off, forcing it to try a more indirect approach. The only blob actually within attack range is #4, who smashes into Naisse... honestly, mostly it just gets her a bit dirty.
The fire spreads to the rest of the thorns.
Recap
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Spoiler
Albert: 13 Resolve
Giles: 18 Resolve
Bart: 16 Resolve
Kairui: 19 Resolve
Naisse: 17 Resolve
Dreg #2: -1 Resolve
Dreg #3: 6 Resolve
Dreg #4: 6 Resolve
Dreg #5: 15 Resolve
Dreg #6: 15 Resolve
Dreg #7: 15 Resolve
Dreg #8: 15 Resolve
Turn order: Albert -> Giles -> Bart -> Kairui -> Naisse -> Dregs
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-10-2013, 02:33 AM
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SpoilerAlbert's attack roll: d10 (8) + Precision bonus (1) + skill bonus (1) - 3 (you are throwing a net at a slime you silly goose) = 7
Dreg #8's resolve is greater than 7.
Hit, dealing 4 damage! Dreg #8's resolve is now 11. Dreg #8's movement is reduced to 0; it is stuck in place for one turn.
The net manages to land successfully, and the dreg's high structural integrity at the moment actually works against it; by the time it's finished oozing through the gaps, the little guy's tuckered itself out. It'll need a bit of a rest before it can get back to the chase.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-11-2013, 04:30 PM
Giles will cast Disorienting Vision on Dreg 2. If it dies, he'll move to B8; if it doesn't, he'll move to G1.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-12-2013, 11:09 AM
(I'll just drop my turn here now since it doesn't depend on the outcome of Giles' turn at all.)
Bart stumbles a little as he moves to G13, dry-heaving as he goes. "Fucking teleportation..." Needless to say, his stomach doesn't agree with this teleportation malarkey at all.
He attempts to Water Blast Dreg #6 away, aiming straight for the thorns at A7.
(+3 specific and +1 general skill bonus to precision. Just to point out, it's not at all a continuous stream of water; more of a very short... well, blast, at stupid-high velocity.)
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-14-2013, 01:34 AM
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SpoilerAttack roll for Giles: d10 (2) + Precision (2) + skill bonus (1) = 5
Attack roll for Bart: d10 (1! Again! What the heck!)
Both attacks miss.
Dreg #2 wiggles and wobbles a bit, but doesn't actually seem to be affected in any meaningful way.
Bart, due to his dizziness, manages to spray water just about everywhere but into his target. Some of it bounces off the wall and back into his face. The surrounding area becomes muddy.
Sylvain looks over some notes, sighing heavily.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-14-2013, 03:13 AM
"...Right. Good to know you're still pretty much useless in any form of combat."
Kairui simply steps westwards and uses Mirror Slash on Dreg 5.
(i kind of want the mirror slash to be lingering just long enough for the dreg's eventual attack to reflect back but that would take a pretty high challenge skill. eh, it's up to Guy.)
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-14-2013, 03:50 PM
(This post was last modified: 08-15-2013, 03:39 PM by VerifiedNutcase.)
"I'm a doctor, not a fighter..." Bart grumbles to Kairui, rubbing at his stomach.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-16-2013, 04:43 AM
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SpoilerKairui's attack roll: d10 (4) + Precision (6) + skill bonus (1) = 11
Dreg #5 has resolve greater than 11.
Hit! Dreg #5's resolve is now 7. Let's say that if Dreg #5 rolls 1 or 2, its attack reflects.
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SpoilerI'm thinking combat is going pretty slowly, which is admittedly sort of a given when you're dealing with people in several different time zones and a GM who doesn't respond immediately to actions.
I'm thinking of running the combat sections in IRC or somethin' from now on, so that it progresses at a faster pace, but keeping noncombat in the thread. My main concern there is that it'd be too hard to coordinate, particularly with bigro. Thoughts, alternatives?
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-16-2013, 05:04 AM
(This post was last modified: 08-16-2013, 05:37 AM by ICan'tGiveCredit.)
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Spoilerkill bigro no I think Irc s the only thing left to do :/
*re-lurks*
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-16-2013, 09:18 AM
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SpoilerIf it could be arranged, IRC'd be cool.
Naisse cracks her knuckles - again - and moves down one space to throw a flurry of punches with all four of her arms at the dreg.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-16-2013, 03:54 PM
(This post was last modified: 08-17-2013, 01:29 AM by VerifiedNutcase.)
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SpoilerI'm all up for IRC combats.
Finding a common hour-or-so of free time between all of us would help a great deal with that.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-17-2013, 02:49 AM
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SpoilerNaisse's attack roll: d10 (10) + Precision (5) = 15!
Dreg #4's resolve roll: d10 (4) + Resolve (6) = 10!
The dreg is slain!
Before the little bastard even has a chance to react, Naisse absolutely lays into it. When she finishes, nothing remains of the blob but a puddle on the ground and some filth clinging to her hands.
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SpoilerEnemy turn'll go up in a bit.
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-22-2013, 03:26 AM
ENEMY TURN
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SpoilerDreg #2's attack roll: d10 (4) + Precision (3) = 7
Dreg #3's attack roll: d10 (5) + Precision (5) = 10
Dreg #5's attack roll: d10 (2) + Precision (3) = 5
Dreg #6's attack roll: d10 (7) + Precision (3) = 10
Dreg #7's attack roll: d10 (10) + Precision (3) = 13
Kairui takes a beating!
2 Damage from Dreg #3! Resolve is now 17!
2 Damage from Dreg #6! Resolve is now 15!
2 Damage from Dreg #7! Resolve is now 13!
Dreg #2 regains 4 Resolve, bringing its total up to 3.
Dreg #3 regains 5 Resolve, bringing its total up to 11.
Once again, Dreg #2 rushes over to absorb the remnants of its ally. It's still substantially weaker, though, and attacks Naisse weakly.
The others (save for the eighth, who has only just finished dealing with the net situation) crowd around Kairui, drawn there by the intense magical field around him. Dreg #3 absorbs some of the mud from the ground, but it lacks the strength that another dreg could grant it. The barrage weakens Kairui, but he hasn't yet run out of steam.
Recap
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Spoiler
Albert: 13 Resolve
Giles: 18 Resolve
Bart: 16 Resolve
Kairui: 13 Resolve
Naisse: 17 Resolve
Dreg #2: 3 Resolve
Dreg #3: 6 Resolve
Dreg #5: 7 Resolve
Dreg #6: 15 Resolve
Dreg #7: 15 Resolve
Dreg #8: 11 Resolve
Turn order: Albert -> Giles -> Bart -> Kairui -> Naisse -> Dregs
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RE: Glorified Mercenaries (whoa combat and stuff) [LWRPG]
08-29-2013, 11:31 PM
(This post was last modified: 08-30-2013, 03:24 AM by VerifiedNutcase.)
Bart eyes Dreg #3 and #6 for a moment before attempting to cast Spore on both of them.
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Spoiler
Spore
-1 damage and power debuff in exchange for Cleave.
+3 Life magic skill bonus to Precision.
+1 general magic skill bonus to Damage.
Wheeeee, powergaming! (Not really.)
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