Turn 56: Battle Initiated!
Even though the mech sucks at dodging, its attacks seem to be very agile and fast. Also, I wasn't sure what to put down for slight damage since it wasn't really an attack and more of a grab.
Anyways, it doesn't seem quite that exciting of a turn, but maybe thats just me being a bit tired.
oh we are so BONED
Have Bitsy distract the battle mech, while Torc tries to find a weakness.
[5]You order Bitsy to distract the battle mech, somehow, while you attempt to find a weakness. Bitsy is successfully able to distract it while you get close enough. [6]Either the mech was badly designed or it has suffered from lack of maintenance over time because you find several weaknesses in the metal, however the biggest are these:
1. The joints where the limbs attatch to the body lack armor and are extremely vulnerable to attack.
2. There are several places that look like the origional armor has been patched over with inferior (compared to the origional composite armor) iron and steel plates.
3. Overall, it just looks like it is pretty weak without the shields.
((And....thats all I can think of at this time.))
Meanwhile....
[battle mech attack:2][Bitsy dodge:5][Bitsy attack:1][battle mech dodge:5-1]
The mech tries to attack, but the earth spider is just too fast for it. Bitsy itself does a half-hearted fake attack, which the mech barely has to dodge.
Oh dang.
Create powerful-looking mages preparing destructive spells with illusions, attempting to draw the thing's wrath to them
[5][luck:2]You create several powerful looking mages, but the illusions don't draw the mechs attention and it seems to be losing interest in Bitsy.
While distracted throw a vine rope and try to climb on it. Try to find a weak spot.
[1]You did throw a vine on it while the mech was distracted, but now it isn't and attacks just as you start climbing.
[battle mech attack:6][Arngrim dodge:1+1][BP check:2][damage:5-2][Arngrim attack:5][battle mech dodge:2-1]
The mech internally flashes a proximity alert and catches Arnrgim by surprise as it suddendly grabs him by the torso. Arngrims torso armor keeps the mech from causing severe damage. Moving fast, Arngrim manages to draw out his sword and stabs it into the mechs arm, dealing damage to the shield.
Void the battle-mech!
[6][4]Moving quickly to get the mechs attention off of your teammate, you create a very powerful void spell. However, realizing that you might actually siphon Arngrim, you keep it under control and just siphon the mechs shields. The spell demolishes the first shield which fails in a loud crackling noise and electricity flowing to the void spell.
I split off from the other soldiers as they start heading back to town and circle around the mech, attempting to get behind it.
[4]With the recent action, you have a desire to fight for the cause. Without informing the other soldiers, you head towards the mech and circle around to the back of it.
Well my Axe absorbs energy am i right? This means i can siphon the shields
jump between the mechs legs to get out of its attacking range, then attack the right leg and try to siphon the shield with my axe...
[Jorn attack:6][battle mech dodge:1-1][Life Siphon activate check:4][battle mech attack:4][Jorn dodge:2][BP check:6][Damage:3][Battle Mech attack:6][Jorn dodge:3][BP check:4][damage:4-1]
[5]Moving quickly, you get between the mechs legs and hit the right leg hard with your axe. While you didn't activate the life siphon, you did deal alot of damage to the shield. Unfortunately, the mech now knows you are there since its torso turns partially as it grabs you by the right leg and dangles you off the ground. The mech then grabs Jorns other leg, despite his attempts at flailing.
Battle Mech
Damage
Head: none
Torso: none
UL Arm: none
UR Arm: none
LL Arm: none
LR Arm: none
Left Leg: none
Right Leg: none
Shield2: 4/10
Health: Fine
Statuses: none
Equipped: a deceptive baton type club (both belted), and a iron chainmail shirt.
Powers/Abilities: Mind Control, Illusions, Invisibility, meditative trance (autofail on dodge when under trance).
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, and
a iron chainmail shirt, ancient map.
Health: heavily bruised torso, some minor cuts
Statuses: none
Equipped: Steel breastplate w/backplate, Bag of runes (belted), sword (belted), shield (strapped to arm), javelin (strapped to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak,
a bag containing his whole set of runes,
a Viking era style sword,
a ‘shield', and a javelin,
steel breastplate w/ backplate., large amount of vines useable as rope, 80 coins.
Health: fine
Statuses: none
Equipped: Mithril helmet, Backpack, battle hammer (in hand), steel chainmail shirt, gauntlets, iron buckler, steel greaves, steel boots.
Powers/abilities: Godly forging, fire magic,
Godly Inspiration, healing fire,
hitting things with hammersInventory: Travellers clothes,
fire-proof backpack filled with all the tools that a traveling Omni-smith needs,
a large, beautifully crafted hammer made for both battle and smithing that was a gift from Hephaestus himself,
heat-resistant steel chain-mail,
steel greaves and boots,
iron buckler,
pair of steel gauntlets, 4,180 coins in a bag, 45 units of metal,
chunks of scrap, alchemical documents, drawings of various machines, sketch of alchemical diagram,
The Bastion of Reason, a mithril helmetHealth: totally fine
Statuses: none
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities:
Dreamers Shield, Avatar Of Storms, Healing mist,
Control Weather,
Peace,
Void, can create lightning bolts, and fully flight capable.
Inventory: Thin silk and linen travelling clothes, and a long fighting staff,
steel shield,
Winged Scarab amulet of ShuHealth: Both legs heavily bruised and slightly crushed, some minor cuts.
Statuses:upside down (No actual status effect)
Powers/abilities: Reviving the Dead (can lead to general necromancry), Axe Fighting, Regeneration.
Equipped:viking axe
Inventory: Norse style clothing, viking axe,
Plague BattleaxeHealth: Normal
Statuses:None
Equipped: Leather body armor, steel staff.
Powers/abilities: Extreme speed(how much depends on the GM I suppose), Limited duration flight, Prestidigitation (minor illusions, flashes of light, etc. low-level magic good for pranks or distractions and little else)
Inventory:Greek style clothes, sturdy sandals, steel staff,
leather body armorHealth: Normal
Statuses: none
Eqipped: armored (-1 to damage)
Other: none