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Post by ehren on May 27, 2019 10:57:48 GMT -5
After the most recent Horror attack, Mes had "gained access" to a library in order to conduct research on ways to combat these new types of Horroi. Mal went along to ensure his brother didn't say the wrong thing, or get to caught up in his reading as to miss something important in the "real" world.
[I'm going to go through the mechanics as I see them for 4th Ed in the next few posts. I intend to post much like we would see in from one of our fight threads. The moves will not be optimal, as I'm attempting to show the mechanics of 4th Ed. I'm using Mal and Mes, because those character's 4th Ed sheets are posted/will be shortly. I made a new thread so as to not dirty up the "Mes's Journal" thread.]
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Post by GM / Malinous on May 28, 2019 22:56:19 GMT -5
3rd ed: Air Armor: * Threads: 0_________Weaving: NA/10____Casting: TSD * Range: Touch_______Duration: Rank + 5 Minutes * Effect: +3 Physical Armor; +3 Fatigue Test v. Heat * Target must be wearing clothes or armor.
4e Air Armor Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 rounds Effect: +3 Physical Armor Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rush- es in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (minutes), Increase Effect (+1 Physical Ar- mor), Additional Target (+Rank)
4e second circle alternative
Shield Willow Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank minutes Effect: +2 to its Physical and Mystic Defense Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If success- ful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, add- ing +2 to its Physical and Mystic Defense for the spell’s duration. Success Level: Increase Duration (+2 minutes) Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Ad- ditional Target (+Rank)
4e third circle
Winds of Deflection Threads: 0 Weaving: 7 / 12 Casting: TMD Range: Self Duration: Rank rounds Effect: Improves Avoid Blow tests Air. This spell creates a wall of swirling wind strong enough to deflect physical attacks. The magician makes whooshing noises and makes a Spellcasting test against his Mystic Defense. If successful, a wave of roiling and surging air surrounds him. The adept gains a +3 bonus to any Avoid Blow test. This spells allows Avoid Blow to be used against Blindside and Surprise attacks. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Effect (+2 bonus), Increase Duration (+2 rounds)
4e 4th circle
Lightning Step Threads: 0 Weaving: 8 / 13 Casting: TMD Range: Touch Duration: Rank rounds Effect: +2 to Initiative, Movement Rate and Physical Defense Air–Electric. This spell electrically charges the target, enhancing his movement. The magician must be standing under the open sky with wet feet. He rubs his feet back and forth on the ground, and then makes a Spellcasting test against the target’s Mystic Defense. If successful, coruscating green lightning surrounds the magician’s feet. The target moves around on a sizzling, one-foot-wide lightning bolt that pops with every step, jumping him around from place to place, and adds +2 to his Initiative, Movement Rate and Physical Defense for the spell’s duration. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Effect (+1 to all effects)
3e Flame Weapon: * Threads: 2 * Weaving: 5/14_______________Casting: TSD * Range: 4 Yards (2 Hexes)______Duration: Rank+10 Rounds * Effect: Weapon Adds 1d6 Bonus Die to damage test * If the Bonus Die is greater than 6, the wielder takes 1 strain.
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4e Flameweapon Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank + 5 rounds Effect: Adds Step 4/D6 fire damage to weapon/Physical Fire. This spell enflames a weapon. The magician snaps his fingers and makes a Spellcasting test against the wielder’s Mystic Defense. If successful, a flame leaps from his fingers and engulfs the weapon in fire, except for the part where it is held. The wielder adds a D6 Bonus Die to the fiery weapon’s Damage test. The spell can be cast on weapons made from any material—wood, metal, bone, and so on. The flame inflicts no physical damage to the weapon. Success Levels: Increase Duration (+2 ro unds) Extra Threads: Increase Effect (+2 Effect Step), Additional Target (+Rank)
3e Ice Mace and Chain: * Threads: 0 * Weaving: NA/15______________Casting: TSD * Range: 16 yards (8 Hexes)____Duration: 2 Round * WIL+5/Physical (12; 2d10) * Use two pebbles (carry belt pouch for that) * If roll any bonus dice for damage, it shatters * If it doesn't shatter, target is harried until they free themselves at the end of the following round.
4e
Ice Mace and Chain Threads: 0 Weaving: 7 / 12 Casting: TMD Range: 20 yards Duration: 2 rounds Effect: WIL + 2/Physical Water–Cold. This spell creates an icy weapon that is thrown at an opponent. The magician hurls two pebbles, coins, or other objects at the target, then makes a Spell- casting test against the target’s Mystic Defense. If successful, the objects transform into frozen spiked mace-heads joined by an icy chain, which wrap around the target. The magician’s Effect test determines how much damage is inflicted. If he rolls any Bonus Dice on the Damage test, the mace and chain shatter. If the mace and chain survive the blow, the target is Harried until he frees himself at the end of the following round. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Ad- ditional Target (+1)
4e alternative [4th circle vice 3rd] Lightning Bolt Threads: 1 Weaving: 7/ 12 Casting: TMD Range: 20 yards Duration: 1 round Effect: WIL + 6/Physical Air–Electric. This spell strikes the target with bolts of electricity. The magician raises his hands toward the sky, then points at the target and makes a Spellcasting test against the target’s Mystic Defense. If successful, crackling bolts of electricity fly from the magician’s fingers, striking the target. The magician’s Effect test determines how much damage is inflicted. The initial Spellcasting test is used against any additional targets that may result. Additional success levels on secondary targets will not cause additional bolts. Success Levels: Additional Target (+1) Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Ad- ditional Target (+1)
3e Stick Together: * Threads: 1 * Weaving: 5/13_______________Casting: TSD * Range: 10 Yards______________Duration: Rank + 3 Minutes * Effects: Will+7 (14: 2d12) * Vs Highest spell defense of the targets * Must be within 2 yards (1 hex) of each other * Effect = Bonds Str Value (So 13 = Step 6) * May make a Str Test vs Str STEP of bond to break out each round * If successful, bond breaks, spell ends.
Nothing this good in 4e. But 4th circle replacement:
Elemental Spear Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 20 yards Duration: Varies (see text) Area of Effect: Varies (see text) Effect: WIL + 4/Physical Element [Air, Earth, Fire, Water, or Wood]. This spell forms a spear from one of the elements. There is an Elemental Spear for each element: air, earth, fire, water, and wood. Each version of the Elemental Spear spell is learned separately, but can be held in the same spell matrix. The magician touches some of the desired element and makes a Spellcasting test against the target’s Mystic Defense. If successful, a spear is formed from the element, which hurtles toward the target, striking him. The magician’s Effect test determines how much damage is inflicted. Regardless of the result, the spear dissipates after the attack. Each spear provides a different secondary effect. • Air spears cause a clap of thunder when they impact the target. The Effect test is compared to the Mystic Defense of each character within 2 yards of the target. If successful, all affected characters suffer a -2 penalty to Action tests until the end of the next round. • Earth spears force the target to resist Knockdown against a Difficulty Num- ber equal to the total damage received after armor. • Fire spears deal an additional Step 4/D6 damage die. • Water spears heal instead of harm; the target may immediately spend a Re- covery test with a +2 bonus (this may not be affected by other healing aids). • Wood spears sprout entangling vines which cause the target to be Harried until the end of the next round.
Success Levels: Increase Effect (+2 Effect Step) Extra Threads: Increase Duration (+2 rounds, if applicable), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
A couple lower level area spells are blizzard and ice which slow foes crossing an area, and can cause area denial.
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Post by ehren on May 29, 2019 6:12:16 GMT -5
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Post by ehren on May 29, 2019 6:32:14 GMT -5
Troll and 4 Folk are searching for Mes & Mal. Awareness (defaults to Perception Step) - Step 6 (d10 = 3)
Mes & Mal attempt to hear them coming and hide. Mal {Awareness - Step 11 (d10d8 = 4+5 = 9), Stealth - Step 7 (d12 = 5)} Mes {Awarenes - Step 8 (2d6 = 2+3 = 5), Stealth - Step 9 (d8d6 = 4+3 = 7)
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Post by ehren on May 29, 2019 6:43:46 GMT -5
Mes will cast Shadow Meld on himself and Mal. This takes two turns per. Threadweaving - Step 10 (2d8 4, 3 = 7) Spellcasting - Step 12 (2d10 4+5 = 9) (succeeds on Mal) Threadweaving - Step 10 (2d8 5, 2 = 7) Spellcasting - Step 12 (2d10 6+7 = 13) (succeeds on Mes)
Shadow Meld Threads: 1 Weaving: 5/ 10 Casting: TMD Range: Touch Duration: Rank minutes Effect: + 4 to Stealthy Stride tests This spell allows a character to become virtually invisible in the shadows. The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful, the target gains a +4 bonus to all Stealthy Stride tests while near shadows for the duration of the spell and may use Stealthy Stride as a default skill if they do not possess it. Though the target can still be seen normally in light, the presence of light does not end the spell—the target becomes near-invisible again by simply stepping back into a shadow. Success Levels: Increase Duration (+2 minutes) Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus)
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Post by ehren on May 29, 2019 6:53:13 GMT -5
Mes will cast Shadow Meld on himself and Mal. This takes two turns per. Threadweaving - Step 10 (2d8 4, 3 = 7) Spellcasting - Step 12 (2d10 4+5 = 9) (succeeds on Mal) Threadweaving - Step 10 (2d8 5, 2 = 7) Spellcasting - Step 12 (2d10 6+7 = 13) (succeeds on Mes) Shadow Meld Threads: 1 Weaving: 5/ 10 Casting: TMD Range: Touch Duration: Rank minutes Effect: + 4 to Stealthy Stride tests This spell allows a character to become virtually invisible in the shadows. The magician makes a Spellcasting Test against the target’s Mystic Defense. If successful, the target gains a +4 bonus to all Stealthy Stride tests while near shadows for the duration of the spell and may use Stealthy Stride as a default skill if they do not possess it. Though the target can still be seen normally in light, the presence of light does not end the spell—the target becomes near-invisible again by simply stepping back into a shadow. Success Levels: Increase Duration (+2 minutes) Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus) Raider and Party searches: 1st Round: 4 (fail) 2nd Round: 5 (fail against Mal with his new +4) 3rd Round: 6 4th Round: 6 Mal weaves and casts Shield Willow (+2 PD/+2MD) Threadweaving - Step 12 (2d10 4 + 6= 10) Spellcasting - Step 12 (2d10 2+8 = 10) (succeeds on Mes) Threadweaving - Step 12 (2d10 4, 2 = 6) Spellcasting - Step 12 (2d10 6+7 = 13) (succeeds on Mal) Both of these spells have duration in minutes, so I'm not going to track super accurately the 120 rounds)
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Post by ehren on May 29, 2019 7:11:14 GMT -5
Next few rounds Mal casts Air Armor on both with the use of an extra thread; while Mes casts Astral Targeting with an additional thread (duration).
I'm going to assume that Mal is able to succeed in this threadweaving and casting (may/may not be valid). Mes's threadweaving - Step 10 (2d8 4+5 = 9) success Mes: Astral Sight (Sky) - Step 11 (d10d8 5+6 = 11) (success) Mes casts Astral Targeting on Sky - Step 11 (d10d8 7+5 = 12) (1 extra success against Sky's MD of 7) duration is 122 rounds Astral Targeting Threads: 0 Weaving: 7/12 Casting: TMD Range: Self Duration: Rank rounds Effect: Gain a +2 bonus to Spellcasting and Effect tests This spell allows the magician to improve their spells against a target he has astrally sensed (pg. 209). The magician opens his eyes wide and glowing red light emits from them, and then makes a Spellcasting test against his Mystic Defense. If successful, glowing red runes float in front of his eyes and he gains a +2 to Spellcasting and Effect tests against any target he has astrally sensed. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (minutes)
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Post by ehren on May 29, 2019 7:12:15 GMT -5
Next few rounds Mal casts Air Armor on both with the use of an extra thread; while Mes casts Astral Targeting with an additional thread (duration). I'm going to assume that Mal is able to succeed in this threadweaving and casting (may/may not be valid). Mes's threadweaving - Step 10 (2d8 4+5 = 9) success Mes: Astral Sight (Sky) - Step 11 (d10d8 5+6 = 11) (success) Mes casts Astral Targeting on Sky - Step 11 (d10d8 7+5 = 12) (1 extra success against Sky's MD of 7) duration is 122 rounds Astral Targeting Threads: 0 Weaving: 7/12 Casting: TMD Range: Self Duration: Rank rounds Effect: Gain a +2 bonus to Spellcasting and Effect tests This spell allows the magician to improve their spells against a target he has astrally sensed (pg. 209). The magician opens his eyes wide and glowing red light emits from them, and then makes a Spellcasting test against his Mystic Defense. If successful, glowing red runes float in front of his eyes and he gains a +2 to Spellcasting and Effect tests against any target he has astrally sensed. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (minutes) At this point, Mal and Mes have run out of shadows and/or Sky and his Folk have figured out they are there.
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Post by ehren on May 29, 2019 7:37:50 GMT -5
Round 1 Effects: Mes: +2 Spellcasting/Effect tests against Sky, +4 Stealthy Stride (in shadows), +2PD/MD Mal: +4 Stealthy Stride (in shadows), +2PD/MD
Initiative: Sky: 2 4 Folk: 8 Mal: 6 Mes (Air Dance): 12 [1 Strain already for Astral Sight, +1 for Air Dance]
Mes will cast Mind Dagger at Sky: Spellcasting - Step 14 (includes the +2) (7+7 = 14) +2 Successes (MD is 7-3 = 4) Damage - Step 15 (9+2+4) (d12+2d6 11+9+9 = 29) [Sky is also -2PD for 2rounds]
Mind Dagger Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 2 rounds Effect: WIL+2/Mystic and a -2 penalty to Physical Defense This spell attacks an opponent by sheer force of will, staggering them. The magician whips his arm forward as if throwing a dagger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted once. Additionally, the target suffers a -2 penalty to Physical Defense until the end of the next round. Success Levels: Increase Effect (+2 Effect Step) Extra Threads: Increase Duration (+2 rounds), Increase Effect (-2 penalty to Physical Defense), Increase Range (+10 yards), Additional Target (+1)
Mal will cast Ice Mace and Chain at Sky: Spellcasting - Step 12 (2d10: 9+6=15) +2 successes Damage - Step 13 (d12d10: 5+8 = 13) [Sky is Harried for 6 rounds] Sky will aggressively attack Mes: Melee Attack Step 14 (2d12: 7+6 = 13) (no strain due to 5th Circle ability) (miss) 2 Folk will attack each brother: Attack - Step 12 (2d10 = 16 Hits Mes Dmg - Step 12: 13 Attack - Step 12 (2d10 = 13 Miss Mes
Attack - Step 12 (2d10 = 6) Miss Mal Attack - Step 12 (2d10 = 8) Miss Mal
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Post by GM / Malinous on Jun 3, 2019 18:21:52 GMT -5
Have you had Mal do:
Casts Fire spear thread, +1 thread for +1 target, TN 13. Uses Karma: Step 11. 1d10+1d8+1d6, 4, 7, 11, 15. So it took him 4 tries to do it. But the average roll is 6+5+4 = 15. So you can pretend that bad luck didn't happen.
Then second round burn karma on the casting: It is not clear to me how extra target works, is it two to-hit rolls, or is it an AoE spell against the highest spell defense? Treat it as an AoE and use Karma on it: 1d10+1d8+1d6=15 (on average), probably succeeds. Not sure which interpretation is "best" for the caster. Depends on if they want to use Karma. But this is how fireball works. It appears to be the default rule for multi-target anything in Earthdawn.
I would assume if one person succeeds on Steel Mind, that person only succeeds for that person, the spell still goes off.
Average damage of Astral Spear is: Wil+4, Fire is +4 (1d6 fire): So on average 15 damage to two targets, but minus physical armor. So I take it back, Earth Spear is possibly better. 11 damage but each target is harried until the end of the next round. (So initiative matters a lot, and my initiative sucks). Also Air Spear, it is AoE, so I could apply a -2 penalty to something like 18 ghouls if I aimed at the right 2. But only for a round. Earth Spear would cause a knockdown roll (but you compare damage to armor), so not very good until I have willforce. But could cost the enemy 2 actions for 2 of mine, plus deal some damage.
Note that you could also cast earth darts at 3 targets at Circle 5 for a TN of 10 for two actions. Or your lightning bolt could hit a default of 2 targets in an enhanced matrix, and for a TN 12 you could hit 4 targets at 5th level :-). If I read the rules right.
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Post by GM / Malinous on Jun 3, 2019 18:40:11 GMT -5
Ah, people tend to have far less armor in 4e, but higher PD with shields. (Due to the Espagra change to no longer stack, which was +3 armor for only 1 init penalty) and shields now tend to provide +2 PD instead of +3 armor.
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Post by ehren on Jun 4, 2019 22:39:47 GMT -5
I figured that Mal had Ice Mace and Chain, Shield Willow, and Flame Weapon in his Matrices. From Mal's sheet it didn't look like he had purchased any of the 5 different elemental spears.
I forgot Sky's Battle Shout too.
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Post by ehren on Jun 4, 2019 23:31:17 GMT -5
Round 1Effects:Mes: +2 Spellcasting/Effect tests against Sky, +4 Stealthy Stride (in shadows), +2PD/MD Mal: +4 Stealthy Stride (in shadows), +2PD/MD Initiative: Sky: 2 4 Folk: 8 Mal: 6 Mes (Air Dance): 12 [1 Strain already for Astral Sight, +1 for Air Dance] Mes will cast Mind Dagger at Sky: Spellcasting - Step 14 (includes the +2) (7+7 = 14) +2 Successes (MD is 7-3 = 4) Damage - Step 15 (9+2+4) (d12+2d6 11+9+9 = 29) [Sky is also -2PD for 2rounds] Mind Dagger Threads: 0 Weaving: 5/10 Casting: TMD Range: 20 yards Duration: 2 rounds Effect: WIL+2/Mystic and a -2 penalty to Physical Defense This spell attacks an opponent by sheer force of will, staggering them. The magician whips his arm forward as if throwing a dagger and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted once. Additionally, the target suffers a -2 penalty to Physical Defense until the end of the next round. Success Levels: Increase Effect (+2 Effect Step) Extra Threads: Increase Duration (+2 rounds), Increase Effect (-2 penalty to Physical Defense), Increase Range (+10 yards), Additional Target (+1) Mal will cast Ice Mace and Chain at Sky: Spellcasting - Step 12 (2d10: 9+6=15) +2 successes Damage - Step 13 (d12d10: 5+8 = 13) [Sky is Harried for 6 rounds] Sky will aggressively attack Mes: Melee Attack Step 14 (2d12: 7+6 = 13) (no strain due to 5th Circle ability) (miss) 2 Folk will attack each brother: Attack - Step 12 (2d10 = 16 Hits Mes Dmg - Step 12: 13 Attack - Step 12 (2d10 = 13 Miss Mes Attack - Step 12 (2d10 = 6) Miss Mal Attack - Step 12 (2d10 = 8) Miss Mal Sky Battle Shouts Mes and Battle Bellows Mal and Mes on his turn. Step 9 for both (Step 11 - 2 for Harried), he'll use Karma on both. Battle Shout - Step 9 (2d6d8 17) = +1 extra Success (Mes's SD is 8) [Mes is -4 until the end of the following round] Battle Bellow - Step 9 (2d6d8 9) = 1 success [Mal and Mes are -1 until the end of the following round, Sky and Folk are +1]
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Post by ehren on Jun 5, 2019 5:14:09 GMT -5
End of Round 1 Effects Sky - Harried for 6 rounds, -2PD for 2 rounds, +1 against Mal/Mes; 2 Strain, 18dmg (he stayed standing with his Wound Balance), 1 Wound Mes - -5 till the end of round 2; 2 strain, 8 dmg Mal - -1 till the end of round 2 Folk - +1 against Mal/Mes
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Post by ehren on Jun 5, 2019 5:24:12 GMT -5
Round 2 Declarations Sky - Attack Mes aggressively: Initiative: 2 Folk - Gang up on Mes, Aggressively: Initiative: 7 Mes - Attack Sky, normal. Initiative (Air Dance, Tiger Spring): Step (8 Dex + 4 Tiger Spring + 4 Air Dance - 1 Battle Bellow - 4 Battle Shout = 11: d10d8: 17) [3 successes against Sky] Mal - Attack Sky Aggressively: Step 6 (d10 7)
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Post by ehren on Jun 5, 2019 5:48:16 GMT -5
Round 2 Actions
Mes (17): Shield Bash Sky (+Karma) to Knockdown: Step 7+ (d12d6 7+4 = 11) [1 extra success] {Sky has a 6 PD (13-3 Aggressive - 2 PD Mind Dager - 2 PD Harried} Damage (+karma Waterfall slam is Disciple ability): Step (5 Str + 2 Shield Bash + 4 Waterfall Slam - 5 = 6 d10d6 20) 8 damage after Sky's Armor. Sky's Wound Balance of Step 11 (not modified for Harried) vs TN of 12 (8 damage after armor + 4 Waterfall Slam) (d10d8 4+3 = 7); Sky is knocked prone. Strain (1 Air Dance + 1 Tiger Spring + 1 Shield Bash + 1 Waterfall Slam = 4 this round)
Mal (7) Melee Wpns: Step 13+Karma (d12d10d6 16) (2 successes) Sky attempts Avoid Blow (+Karma): Step 12 - 2 Harried - 3 Knocked Down = 7 d12d6 15; fail Damage: Step (6 Str + 8 Wpn + 3 Aggressive - 1 Battle Bellow = 16: D12d8d6 - 19) Sky takes 7 damage
Folk (7)
Melee Attack (1) - Step 15 (2d6d12 13) Miss Melee Attack (2) - Step 15 (2d6d12 12) Miss Melee Attack (3) - Step 15 (2d6d12 16) Hit Damage - Step 15 (13) Mes takes 8 dmg Melee Attack (4) - Step 15 (2d6d12 16) Hit Damage - Step 15 (10) Mes takes 5 dmg
Sky(2) Decides he won't be able to make the Jump Up test; uses his Standard Action to stand up
Mes's Air Dance Attack: Step 5: d6 (4), miss
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Post by ehren on Jun 5, 2019 6:08:35 GMT -5
Round 2 Effects Mes: 21 Damage, 6 Strain, Battle Bellow/Shout have worn off; +2 Spellcasting/Effect tests against Sky, +4 Stealthy Stride (in shadows), +2PD/MD Mal: Undamaged, +4 Stealthy Stride (in shadows), +2PD/MD Sky: Harried (1/6), 25 dmg/3 Strain (of 61), 1 Wound Folk: 1 Strain
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Post by ehren on Jun 10, 2019 6:41:19 GMT -5
Round 2 Actions
Mes (8): Cast Mind Dagger at Sky - Step 14 (2d12 9+3 = 12) +1 Success Damage - Step 12 (2d10 14) [2 Damage to Sky]
Mal (7) Ice Mace & Chain Sky - Step 12 (2d10 3+1 = 4) Hit Damage - Step 9 (11) no damage
Folk (7) All aggressively attacking Mes - who is now Harried Melee Attack (1) - Step 15 (2d6d12 17) Hit Damage - Step 15 (13) Mes takes 8 dmg --> Mes's Avoid Blow (+1 Strain) Step 12+ (23) - Missed Melee Attack (2) - Step 15 (2d6d12 23) Hit +1 Success Damage - Step 16 (11) Mes takes 6 dmg Melee Attack (3) - Step 15 (2d6d12 12) Miss Melee Attack (4) - Step 15 (2d6d12 24) Hit +1 Success Damage - Step 16 (11) Mes takes 6 dmg
Sky(2) Sky Aggressively Attacks Mes - Step 16 (15) Hit Mes's Avoid Blow - Step 12+ (19) Damage - Step 25 (33) - Thank goodness he avoided that.
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Post by ehren on Jun 10, 2019 6:43:27 GMT -5
Round 3 Effects Mes: 33/52 Damage, 6 Strain; +2 Spellcasting/Effect tests against Sky, +4 Stealthy Stride (in shadows), +2PD/MD Mal: Undamaged, +4 Stealthy Stride (in shadows), +2PD/MD Sky: Harried (2/6), 27 dmg/3 Strain (of 61), 1 Wound Folk: 2 Strain
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