Fire at those magic maniacs (no, the other ones, down the slope) with my recoilless rifle, using it as a mortar if no targets are directly visible (I assume we have some idea of where they are, given that you gave us the map of the next level and that Kay could call out targets). Target the densest concentration.
If firing twice in a turn is possible, do that. If not then after firing relocate up north to try and avoid counter-battery fire (hug the wall if that helps).
"Hmm, this isn't your average basic rain anymore. Even for a group of bird-themed gangsters this weather is just too fowl!
Abu knew he was earning more boots applied to the rectum, but it was a sacrifice he was willing to make.
Also, euh, we might wanna split up some to avoid their barrage. Just sayin'.
HEY THERE, SPACE MARINE! Did ya get a good look at the bastards? Mind calling out some targets for me?"
Name: Ventriloquist extraordinaire Abu Hajaar
Description: A scrawny enlistee of vaguely Middle Eastern descent. Permanently in over his head, slightly confused and wondering just how he got into this mess. Will reluctantly but reliably follow orders from his commanding officers and do his best however.
Somehow managed to end up far away from home in 'Nam to fight the commies. This left him confused. Then he got teleported to this world of mystery and magic. This did not help matters.
Gang: Ridiculous Rhomboid
Health: Fabulous.
Magic jazzhands:
Permanent: Cloud, Wall, FireForward, Crow, MarkCaster'sEyes, AffectUser, LargeFirearm, Ammunition, Clockwork, Repair, Many
Temporary: LightSource, Iron, polymorph whole body, repair
On Abdul: Crow, FireForward, Cloud, Ammunition, Wall, MarkCaster'sEyes, LargeFirearm, Clockwork, Many
Current Inventory
1 X Guard's rifle
9 X rounds for guard's rifle
1 X recoiless rifle + 4 rounds + 5 from Sarge
1 X Spiffy Uniform (formerly bloody guard garb), now with some fire resistance
1 X plague masks
1 X basic med supplies
1 X Atatatata's taxidermied corpse, 'Abdul A. Abdul'
Stats
Potency: d10
Memory: d6
Strength: d2
Dexterity: d8
Speed: d4
Vitality: d8
Endurance: d6
Intelligence: d6
Awareness: d8
Kay shouts out a place to target and you do your best to approximate exactly how high you have to aim the rifle in order to arc a shell in there.
[4v9]
You fire the round off and there's a whistle as it files up, nothing but a glint of metal before it vanishes into the sky. You're not sure where it lands, but it isn't where you wanted it to.
Fuck, 10 int and I fail the easy enchantment. Does that mean the words are used up?
I don't remember to be honest...I don't know if it happened before. But for the sake of not being annoying to everyone, I'll say no, you keep the words because the spell failed to go into the thing.
"Well shit. Hey guys, kinda running low on the magic here. You wanna walk forwards and shoot them a bunch maybe? I'd do it myself but I'm the one who can reassemble you...
If you want, I could enchant someone's weapon with darkness. Not sure how useful that would be, but it would look sweet!"
[Wall] On the existing wall that Abu made, extend it far enough to block artillery.
And because we just established that I can do this, fix the smouldering bits of Sarge~
((Seriously though I realize this mark is pretty OP already. If you want to say its permanent nature makes it take as much time as a normal spell, I'm fine with that.))
IN addition yell at them to surrender, pointing out that their fire is ineffective, and when they run out we're just going to gun them down with superior firepower.
Description: Raven is a VERY RAVENY GIRL. She has black hair, GLOWING GREEN EYES, and looks all edgy and shit. She's really too young to lead a wizard gang, but carries herself with confidence and Murder. She is deadly intelligent, but is lacking in common sense, as normal for teenagers. Also she is obsessed with birds.
Potency: d10
Memory: d6
Strength: d2
Dexterity: d6
Speed: d6
Vitality: d4
Endurance: d6
Intelligence: d10
Awareness: d8
Health: Healthy!
Inventory: Raven Armor, Rifle (5/6) [Contain / Explosive] [Pot+2] loaded with [Clockwork / Ammunition] [Pot+6], 54 spare rounds of [Clockwork / Ammunition] [Pot+6]
Marks: [Permanent / Repair / MarkCaster'sEyes] [Pot+2]
Permanent: Cloud, Wall, FireForward, Crow, MarkCaster'sEyes, AffectUser, LargeFirearm, Ammunition, Clockwork, Repair, Many
Available: Wall, AffectUser, Darkness,
((I think the fact that you have to be touching the person to heal them makes it less OP.))
You put your hand on the wall and push more wally magic into it. [5] The wall extends up and curves over, forming a thick ceiling with support pillars to shield the team from incoming mortar fire. You very thoughtfully leave a few holes in the ceiling for return mortar fire to be shot through.
That done, you grab sarge and heal his crispy bits before shouting at the people down the slope to surrender. You make the very good point that you have guns and they don't. Though you do wonder how much magic they have...
Roncal Roth Map Legend
Corven grunts in annoyance as he throws himself away from the acid spray, before slipping and faceplanting into the mud. "Why do I get the feeling we're gonna win this fight just 'cause they'll run outta words first?! Raven, you stay in cover, you two... keep not dying!"
Start running down the path between the chemical lakes, going for the southern shore of the western lake. If Corven can travel that distance, he'll enchant the ground separating the lake from the slope with "fireforward", aiming to make a hole that will drain acid onto the people below; otherwise, he'll just keep his gun ready and shoot anyone who comes within view.
Gang: Roncal Roth
Health: Fine!
Tattoos: Eyes tattoo'd with 8-strength "Repair AffectUser"
Inventory:
- A slaver rifle, with seven magic bullets, and two real ones.
- A concealed knife.
- A Roncal Roth crow uniform, armored with metal plates and thick leather. Provides fire resistance and a passive +2 endurance vs. gasses and dusts.
- Some decently-sized pebbles he picked up somewhere, for throwing and enchanting.
- Bandages and such
Hand (Permanent): Cloud, Wall, FireForward, Crow, MarkCaster'sEyes, AffectUser,
LargeFirearm, Ammunition, Clockwork, Repair, Many
Hand (Temporary): WhitePhosphorus, Coal, Titanium
Level 3!
Potency: d10
Memory: d6
Strength: d2
Dexterity: d6
Speed: d4
Vitality: d8 (++)
Endurance: d8
Intelligence: d8
Awareness: d6
Description: An older man past his prime, Corven still carries himself with the intimidating aura you'd expect from a crime boss... except when he's dealing with his daughter, who he's completely incapable of saying "No" to. That usually works out better than you'd expect, since he managed to get her the formal education he never had, though he still has wisdom on her. Has something of an unhealthy obsession with birds, though not nearly as much so as his daughter.
Symbol:
Permanent Gang words: Cloud, Wall, FireForward, Crow, MarkCaster'sEyes, AffectUser, LargeFirearm, Ammunition, Clockwork, Repair, Many
Unreadable team statlines (mouse over this for ability names)syvarris (Corven Feathra): (2/2 levels spent)
P10 M:6 St:2 D:6 Sp:4 V:8 E:8 I:8 A:6
Egan_BW (Raven Feathra): (2/2 level spent)
P10 M:6 St:2 D:6 Sp:6 V:4 E:6 I10 A:8
Radio_Controlled (Abu Hajaar): (2/2 levels spent)
P10 M:6 St:2 D:8 Sp:4 V:8 E:6 I:6 A:8
Nikitian (Kay Vagner): (2/2 levels spent)
P:8 M:4 St:8 D:2 Sp10 V:6 E:4 I:8 A:8
Pancaek (Gunnery Sergeant James Murphy): (2/2 levels spent)
P:6 M:4 St:6 D10 Sp:6 V:8 E:8 I:2 A:8
MidnightJaguar (Angelus Pestis): (0/0 levels spent)
P:8 M:6 St:2 D10 Sp:4 V:4 E:8 I:6 A:6Gang Equipment:
- 12 rifles (6 given to members; 6 left with slaves at HQ)
- 48 nonmagical rifle rounds (26 left at HQ; 2 given to each member, except Abu who took 12.)
- Eight knives, one for each member, except Kay and Sarge, who each get two.
- Twelve bloodied slaver uniforms... left with the slaves, unless someone wants one for some reason.
- Six corvid themed gang uniforms, made of silk and armored with metal plates along with thick leather. All six outfits are distributed among the team members. They include gas masks styled like plague doctor beaks, which grant a passive +2 to endurance die size vs airborne contaminants. Additionally, they are highly fire-resistant.
- Bandages and tourniquets, distributed among the gang members.
(Hexnumber) "Hexname"
- Words gained from this hex
- If the word has nothing in parentheses after it, it wasn't taken by anyone, and is up for grabs.
- If the word *does* have a name after it, that person is currently in possession of it.
- All non-standard words we have are therefore in this spoiler, along with who holds them.
Headquarters: (47) "Impromptu Mines"
- LightSource (Radio)
- WhitePhosphorous (syvarris)
- Darkness (Egan)
- chisel (Nikitian)
- Coal (syvarris)
- Iron (Radio)
- Cylinder (Nikitian)
- Spike (MidnightJaguar)
- Titanium (syvarris)
- Hammer (Nikitian)
- Mercury (MidnightJaguar)
(138) "Dreamer Gate"
- Container (MidnightJaguar)
(At HQ) "ATHATH's corpse"
Words are banked, and if not taken, will stay on the body.
- PolymorphWholeBody (Radio)
- Repair (Radio)
- AffectUser (Nikitian)
- Crow
- FireForward
- Cloud
- Ammunition
- Wall
- MarkCaster'sEyes
- LargeFirearm
- Clockwork
- Many
For your sake, I'm gonna assume you jumped out before your daughter made the wall into a bunker and thus save you a good distance running around.
You make it to where you wanna be, but it takes both moves to do so.
Spread out, making sure I'm not too close to my other teammates, hugging ABu's wall. Occasionally peek and shoot at something if I can see an enemy, but otherwise play it cautiously.
Name: Gunnery Sergeant James Murphy
Description: A big bull of a man, with a square jaw and a patriotic twinkle in his eye. He enjoys swearing and giving people under his command a hard time.
Somehow managed to catch the second plane to 'Nam to fight the commies, even though he was aiming to be on the first. This left him slightly bitter. Then he got teleported to this world of mystery and magic. This doesn't change matters much, Charlie just a look a little different 'round these parts.
Gang: Ridiculous Rhomboid
Health: Could be better, spattered a bit by acid.
Magic jazz hands: Cloud, Wall, FireForward, Crow, AffectUser, LargeFirearm, Ammunition, Clockwork, Repair, Many
Potency: d6
Memory: d4
Strength: d6
Dexterity: d10
Speed: d6
Vitality: d8
Endurance: d8
Intelligence: d2
Awareness: d8
Inventory:
1 looted guard rifle
2 guard's knife
13 rounds for the rifle + 10 magical round (used first)
1 Spiffy Uniform, now with some added fire resistance
Getting hit twice in as many seconds impresses upon you that perhaps you shouldn't stand near your teammates. Not with the Mortar of Damocles hanging overhead. You do your best to peek out but unfortunately someone turned your chest-high wall into a bunker so you're forced to move to the edge of it to peek around.
Roncal-thol Rotheleaod
HEY THERE, SPACE MARINE! Did ya get a good look at the bastards? Mind calling out some targets for me?"
"Sure thing! Let me get back there."
Follow the shore of the larger acid lake to where it comes nearest to the slope (middle of the level map, next to the ramp remains) and cast [Cylinder] on the ground of the slope near or below the acid surface level to create an hollow horizontal tube connecting the acid to the lower levels. Laugh scarily and step out of the way as acid comes rushing through.
(I've counted the tiles, I should have just enough speed to get there even from the current position on the map.)
If that doesn't count as a separate action ((or an actual action at all )), call out targets for Abu & the rest of the gang, be their eyes on the ground.
Name: Kay Vagner
Gang:
Roncal-thol Rotheleaod Raven's RoughnecksHealth: Face no longer melting. Minor cosmetic alterations. Eyes watering, throat itchy.
Hand (8/10): Chisel,
Cloud, Wall, Cylinder, Hammer, Large_Firearm, Ammunition,
Clockwork, Repair, Many
Marked spells:
Self-heal eye tattoo (Repair - Affect_Self - Mark_Caster's_Eyes, [Pot+0]).
Eyeballs: both.
Inventory:
Chain'Gram (clockwork monstrosity twice re-enchanted blade)
Spiffy R-Raven Uniform (upgraded armor; minus the mask)
backup combat knife
(like this one) rifle with 2 rounds
basic medical supplies
Stats:
Potency: d8
Memory: d4
Strength: d8
Dexterity: d2
Speed: d10
Vitality: d6
Endurance: d4
Intelligence: d8 (+)
Awareness: d8 (+)
Progression:
+ +Description: A grand-grand-grand-grandson of a forgotten composer of ages past, Kay thinks he is enamored with the music of his ancestor and that his legacy is to live up to those heroic stories of old. Sadly, he doesn't know that most of it is presently misattributed, and the rest is utterly mangled by vagaries of time, not to mention that he isn't really cut out for that kind of life. Still, he has one sick guitar solo.
Total kills: 4 (+1 assist)
Notable kills:
Decapitated slaver guard Trepanated slaver guard Decapitated acid pools workerNotable duels:
vs Scarred Man, leader of the Dreamers - Lost [4v6]
I said west, meant east, because the way it was written I assumed you wanted to move to the edge and then back again. I'll stick you next to Corven regardless. This spell will go through regardless of roll, but you're gonna need at least +3 potency to get it the right size and length for what you want.
[6] Good enough!
You touch the soil and push magic down into it, hollowing out a tunnel 4 feet in diameter between the acid lake and the slope. The Acid flows forward, more viscus than water but still quick. The dirt above the tunnel collapses almost immediately and turns it into a canyon of toxic mud with a river of acid flowing through it. The acid spills down onto the lower levels, engulfing several men before they even get the chance to act. It flows out in all directions, spilling into the other pools and overflowing them as well. It will take some time for this pool to drain and for the acid to find its level, so to speak.
The men below who aren't instantly submerged make a run for it. One raises a wall to divert the flow somewhat.
MAPS. All of them since you have people on the edge. Living on the edge.
https://imgur.com/a/CWLQo