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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 87071 times)

The Froggy Ninja

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #270 on: May 31, 2014, 08:17:02 pm »

((Do I have the knowledge/materials at hand to try and stabilize?))

adwarf

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #271 on: May 31, 2014, 08:19:21 pm »

((Do I have the knowledge/materials at hand to try and stabilize?))
Its possible to stop the bleeding even without items, but it requires a dedicated action and to roll high enough to succeed however you can't do it now as blood loss damage is dealt at the beginning of every turn thus you'll be dead before you get to act.

EDIT: I will do an exception this time as someone did point out to me that I had not elaborated on how the system worked, you have until your turn on the initiative list passes before you lose the HP Froggy Ninja simply make your action to stop the bleeding and you'll have a chance to live through it.

EDIT EDIT: 1 XP given to Derm, and a change made to XP given to those who fight mooks.
« Last Edit: May 31, 2014, 08:32:50 pm by adwarf »
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The Froggy Ninja

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #272 on: May 31, 2014, 08:27:28 pm »

Stop the bleeding.

Beirus

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #273 on: May 31, 2014, 09:49:46 pm »

"Nice job, Clair. Now die, you damn bandit!"

Finish off the Bandit Axeman.

((Also, I feel like this new xp system will have any newbie, or possibly Derm taking advantage of his extra xp skill, trying to get 1 hit on every mook, then standing back until he can make the killing blow. Although Derm, at least, might be able to heal the wounded or something in between. Just so its clear, though, I do like the sound of the new xp system.))
« Last Edit: May 31, 2014, 10:29:14 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

scapheap

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #274 on: June 01, 2014, 02:43:47 am »

Attack axeman if Jase fails to finish him. Rush the archer otherwise
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

adwarf

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Re: Roll to Become a Hero - Turn 16: The Odds Begin to Turn
« Reply #275 on: June 01, 2014, 10:24:58 am »

((Also, I feel like this new xp system will have any newbie, or possibly Derm taking advantage of his extra xp skill, trying to get 1 hit on every mook, then standing back until he can make the killing blow. Although Derm, at least, might be able to heal the wounded or something in between. Just so its clear, though, I do like the sound of the new xp system.))
Scoring 1 point of damage on a mook won't get you XP, you have to contribute heavily to its death so like 3 or 4 damage will be enough to score the xp.
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adwarf

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Roll to Become a Hero - Turn 17: The bodies pile up, and loot is discussed
« Reply #276 on: June 02, 2014, 08:04:17 pm »

Spoiler: Initiative List (click to show/hide)

Lucy Verim
You pull the crossbow to your shoulder once more, and sight in on the swordsman bearing down on David and a dull thrum follows shortly after as you loose a bolt at the hardened killer. The bolt takes him in the back sending him sprawling forward dead, with a slight grin you start reloading the crossbow once more.

-1 Heavy Bolt, +2 XP, Lucy Verim has leveled up!

Jase Bladeheart
Gripping the spear in both hands you point it forward at the recovering axeman's chest, and drive it straight through him before kicking him off of it before the mountain of a man can crush you.


Bandit Swordsman 3
The newly arrived swordsman charges at Chronus screaming curses, and obscenities in pure anger from the sight of his fallen allies corpse lying in front of the scholars feet. The anger makes his strike obvious and allows Chronus to sidestep it, but the second returning slash is to fast for the scholar to avoid and he finds a blood beginning to sprout from a wound in his side.

Clair Gemini
With the axeman still reeling from the fall, and Jase's subsequent attack you take advantage of the opening to slam your crook into the bandit's knee with your full might resulting in a cracking noises and a scream of pain. As the axeman falls to the ground you strike him in the neck with the crook to silence him before turning to meet the newcomers.

+2 XP, +1 XP to Jase Bladeheart

David
Hastily tearing a strip of cloth from the dead bandit's clothing you bandage up your wound, and pull the strip tight in place to stop the bleeding for the time being. Somewhat light headed, but still alive you turn to examine your situation ...


Chronus
Dropping low you tear a jagged wound along the bandit's leg sending him stumbling as you come up behind him and stab him once through the back before backing off to safe a distance once more. For having been a scholar you think you're displaying rather strange prowess in killing people ...

Trevor Abbot
You notice the archer entering the courtyard, and your next target is decided almost immediately as you loose two more of your hunter's arrows at the unlucky bastard below. The first arrow misses entirely, but the second one goes through the man's knee and most definitely ends his career in banditry if not his life.

-2 Small Game Arrows

Bandit Archer
The archer looks rather pissed at Trevor, and if his face wasn't anything to go by the two arrows he sticks in the poacher are pretty clear on the subject matter. One of the shots buries itself in Trevor's torso and he snaps the shaft off despite the blood running down his front to continue fighting.

Spoiler: Chronus, Dermonster (click to show/hide)

Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Level Up Options (click to show/hide)

Spoiler: Clair Gemini, scapheap (click to show/hide)

-----

Spoiler: Bandit Swordsman 3 (click to show/hide)
Spoiler: Bandit Archer (click to show/hide)

Spoiler: Bandit Crossbowman (click to show/hide)
Spoiler: Bandit Swordsman 1 (click to show/hide)
Spoiler: Bandit Swordsman 2 (click to show/hide)
Spoiler: Bandit Axeman (click to show/hide)

---

Spoiler: Important GM Notes (click to show/hide)
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Dermonster

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Finish him. Write down notes on combat.
« Last Edit: June 02, 2014, 08:39:04 pm by Dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Beirus

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((I like that new loot policy. Otherwise, someone could just avoid fighting and go grab the loot while the rest of us are still fighting.))

"Good teamwork, Clair. Would you mind helping me get rid of that archer next before he becomes a problem?"

Impale the Bandit Archer.
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Because everything is Megaman when you have an arm cannon.

The Froggy Ninja

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"Would anyone be interested in sharing their delicious herbal remedy?"

scapheap

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"Good teamwork, Clair. Would you mind helping me get rid of that archer next before he becomes a problem?"
"Let do this."
Break arms
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

SomeStupidGuy

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Use my poultice, then fire on the archer some more.
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Your favorite pinko progressive nerd-gal. Probably.

adwarf

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I will PM those who still haven't posted actions (Lyeos and The Froggy Ninja) later today, if neither post actions by the time i get aroundd to doing the turn tomorrow their actions will be chosen by me.
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Lyeos

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Take Fast Reload, on the off chance that it kicks in this turn and I get to reload and fire, fire at the archer.

((Just got back to an area with internet, funnily enough.))
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