Hidden 7 yrs ago 7 yrs ago Post by Mae
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@CollectorofMyst Aaron sinks the hatchet into the flesh of the hellbat, killing it and gaining 10 XP. He nimbly dodges past the other next to him and moves in range of the monster in square D11.

10 / 10 HP || 10 / 10 Sanity || 0 / 2 Determination || 50 / 500 XP || 50 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.




@Scarecrow It's Scare, the Law Holder's turn. He has 3 movement. Currently, Scare, the Law Holder is in melee range of a monster and cannot make a ranged attack unless he attempts to escape first.

Monsters in melee range from current position:
Hellbat at D6

Monsters in shooting range from current position (must move out of melee range to shoot):
Hellbat at D20
Hellbat at D11



10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 20 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.

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Hidden 7 yrs ago Post by Scarescrow
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@Mae
>use my bare fists to beat the HellBat at D6
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Hidden 7 yrs ago 7 yrs ago Post by Mae
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@CollectorofMyst I forgot that terror was in effect. Aaron started his turn on the same map tile as a Night Terror and received 2 sanity damage.

@Scarescrow You pummel the Hellbat into oblivion and receive 10 XP. You have 3 movement left, would you like to move?


10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 40 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.




The Night Terror moves forward to square E9 and roars.

@Duthguy Dan's turn. He has 2 movement. He may spend a determination to reroll movement.

Monsters in shotgun range from current position:
Hellbat at D11
Hellbat at D20

Note: If Dan successfully kills an enemy with a shotgun, his Rapid Shot skill will trigger.

Dan must move into melee range if he wishes to make a melee attack.


13 / 14 HP || 8 / 10 Sanity || 1 / 2 Determination || 60 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
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Hidden 7 yrs ago 7 yrs ago Post by Scarescrow
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@Mae I think Scare should have 40xp by now, based on how you say his xp in this post of your roleplayerguild.com/posts/4507763

>Scare decided to marvel at his great work after sending the hellbat to the abyss
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Hidden 7 yrs ago Post by rocketrobie2
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Is this all still round one of fighting? I'm just wondering when I'll be able to move again. No rush or anything, I just wanna make sure I didn't miss something and I've just been wasting time not getting Father C to do anything.
Hidden 7 yrs ago Post by PrinceAlexus
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OK.. So.. If I read this right. I have to.

>> backs up one space to D6

>> shouts holy damnations and fires shotgun at D11
Hidden 7 yrs ago Post by CollectorOfMyst
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@PrinceAlexus Nope. It's Dan's turn, and you're playing Father Jimmy.

@rocketrobie2 It hasn't been your turn just yet.

@Mae This is why informing us of the initiative order would be a good idea.
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Hidden 7 yrs ago Post by PrinceAlexus
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PrinceAlexus necromancer of Dol Guldur

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@CollectorOfMyst

I know I was just editing my action listed as I relised I was in melee contact head on do moved to a diagonal so my order was valid when it comes to mine.
Hidden 7 yrs ago Post by Mae
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@Scarescrow You've made a combat action this turn, so cannot attack again (Hawkeye Harold has a special item that allows him to attack with both combat and range)

@rocketrobie2 You're good, sorry for the wait :D

@CollectorOfMystInitiative has been up on the character pages since yesterday ^-^ If you need a rundown though, I'll include this sort of thing at the start of combat from now on:

1. Hellbats (Speed 6)
2. Hawkeye Harold (Speed 6)
3. Aaron Goldfeld (Speed 5)
4. Scare, the Law Holder (Speed 4)
4. Night Terror (Speed 3)
5. Dan (Speed 3)
6. Tied - Father C and Pastor Jimmy (Speed 2). Whoever posts first for that round is how we'll break ties.
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Hidden 7 yrs ago Post by rocketrobie2
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rocketrobie2 Money owns this town

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@MaeQuick question, am I able to move any spaces? Was that rolled already?
Hidden 7 yrs ago Post by Mae
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@rocketrobie2During combat movement is rolled on your turn.
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Hidden 7 yrs ago 7 yrs ago Post by Duthguy
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@Mae
>Using his rifle Dan shoots at the bat in D20

((What do you mean by character pages exactly?)
Hidden 7 yrs ago Post by Mae
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@duthguy You crit the Hellbat, ignoring his armour and it explodes into giblet.

Dan receives 10 XP!

His Rapid Shot skills triggers - you may immediately shoot again if you wish.

Monsters in shotgun range from current position:
Hellbat at D11



13 / 14 HP || 8 / 10 Sanity || 1 / 2 Determination || 70 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.


Character pages are these things ^ but I keep them updated on the first page so they're easy to find if your character hasn't had a change recently. Sometimes I miss updates so at the end of the round I go through the thread and make sure everythings properly up to date. Feel free to let me know if you find anything out of place, it's actually pretty helpful.

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Hidden 7 yrs ago Post by Duthguy
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>Dan shoots the last hellbat as well
Hidden 7 yrs ago Post by Mae
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@Duthguy Dan kills the last hellbat and receives 10 XP. He has 2 movement left. You may spend a determination to reroll movement if you wish.

No creatures in range/line of sight for Rapid Shot to trigger.


13 / 14 HP || 8 / 10 Sanity || 1 / 2 Determination || 80 / 500 XP || 0 Gold || Level 1
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.


@PrinceAlexus@rocketrobie2 Father C and Pastor Jimmy are tied for speed, so whomever posts their action first will get priority and go next.
Hidden 7 yrs ago Post by PrinceAlexus
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>> move to D23

>>fire on hell bat.

>>preach loudly about smiting deamons.
Hidden 7 yrs ago Post by Mae
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@PrinceAlexusPastor Jimmy has 4 movement this turn. You may spend a determination to reroll movement if you wish.

There are no hellbats alive, though you can get in range to attack the Night Terror from D13 and D19 (minimum distance). Please note: this will be on the same map tile as the Night Terror, so next turn you will have to defend against sanity damage if it hasn't died before then.
Hidden 7 yrs ago 7 yrs ago Post by PrinceAlexus
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PrinceAlexus necromancer of Dol Guldur

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>> Go to D19

>>aim and open fire night terror.

>>sermon loudly as possible because it must be done properly
Its boring not to take a few risks.
Hidden 7 yrs ago Post by Mae
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@PrinceAlexusEDIT

saw your update, one sec
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Hidden 7 yrs ago Post by Mae
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@PrinceAlexusThe Preacher moves foreward. He has 2 movement left.

Pastor Jimmy curses the foul demon as he pumps it full of lead. He crits it ignoring armour for 4 damage and receives 5 XP for successfully hitting the large beast.

The creature howls in anger.


Pastor Jimmy the Preacher
12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 25 / 500 XP || 0 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.


@rocketrobie2 You're up! Father C has 4 movement this turn. You are unable to get in range to shoot or melee, but you do have sermons if you wish to use them.


Father C the Preacher
12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 40 / 500 XP || 250 Gold || Level 1 || 2 Faith
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.


Leftover Movement:
Some characters still have movement left over, so I'll allow people to move up before a fresh round starts. Please let me know if you are ignoring the rest of your movement this turn and staying put where you are.
@DeadBeatWalking Hawkeye Harold has 4 movement left.
@CollectorofMyst Aaron Goldfeld has 4 movement left.
@Scarescrow Scare, the Law Holder has 3 movement left.
@Duthguy Dan has 2 movement left.
@PrinceAlexus Pastor Jimmy has 2 movement left.
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