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Peff

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  1. I just mean from an RP standpoint. Dmerilo, for example, is brave. Dumb, but brave and would fight to the last if only because he refuses to believe the cultists are good enough to beat him in anyway. Tactically, Menelas is the only one in a decent spot right now. Magenta is in the way, so other than tumbling through and making for the door outside, the only real option is to try and take out Magenta and use the cover from the door to fight off the others as best you can. Unless you have some other abilities that give you an advantage?
  2. I say let the dice fall where they may. If we lose, we lose but there's still a chance.
  3. Dmerilo Brought back by Lavinia's spell the vesk opens one eye, grinning up at the cultist standing over them. They wrap their tail up around Red's waist, using it to pull himself up while pushing them away. "All of you, get out of here! Now!" Standing in the face of the cultist, he just grins "Better kill me this time." Standard: Reposition v Red Move: Stand Free: Facepalm at the roll Stat Block Conditional Bonuses
  4. I don't have links to everyone's sheets I can see so having to make some assumptions. Put everyone on delay until after Menelas. Since they're is pretty tanky, aim for a bullrush (bonus if they have stellar rush?) against Pink, move up into their place and try to intentionally provoke an AoO to eat the reaction. Menelas tries to hold the line at the door, bonus if they can get their shield up and aligned. HOPEFULLY, that gets Red's attention. Dmerilo pops up, and repositions Red away from Lavinia, and keeps screaming/using bluff to try and keep Red and Green focused on him. Lavinia then pops and runs for Kaeon and throws out a Mystic Cure. Kaeon pops up, gets behind Menelas and throws down some Covering Fire to boost some AC on either Menelas or Lavinia. At that point, enemies are back up and ideally, Menelas is providing enough soft cover and has their shield up + covering fire to ignore Green. Red would go for Dmerilo (probably) or have to move to deal with the rest of the party, which means they can't full attack. Then everyone else Withdraws at double speed out and runs like hell. Dmerilo then has to get lucky and hopefully scaring the guys enough where they can't actually hit him. And yes, I'm ignoring Yellow in all of this because we just have to get lucky there. And if it doesn't work...well, so be it.
  5. Kaeon put down another one? That's good. I may have Dmerilo jump up and try to nuke down Magenta then. Gotta swing for the fences if this is going to happen!
  6. Getting spicy. Most of Dmerilo's options are "hit it until its dead" but the dice have not been in my favor :( The best I can think to do right now is to pop up, draw everyone's attention by screaming, and run deeper in, dodging for cover. Then ideally the rest of you can pop up and run for the ship? Dmerilo wouldn't plan on dying and would either make a break for it and loop around or...I don't know, do something utterly reckless with grenades or something. He's...brave, not smart.
  7. Trigger is "brought to 0 HP" so it would have triggered on the first and not lost RP. So Dmerilo yoyo'd and then back down.
  8. @Dax Thura I was going to kick my Ferocity graft on but noted you said they kept hitting even after I went down. So they hit me when I would have been at 0? IE taking a RP away?
  9. Dmerilo Dmerilo yoyos back up "Thanks Lav. This thing is going to pay for that one!" He quickly hops back up and swings at Blue. Screaming in frustration from the miss, Dmerilo swings back around and hits Blue anyway Move: Stand Standard: MW Strike v Blue +1 RP for Close Enough to Kill. 24 dmg on Blue Stat Block Vesk Solider 9 SP: 81/81 | HP: 69/69 | F: 9| R: 6 | W: 6 Init: +7 | Speed: 35 | KAC: 27 | EAC: 26 Offense: Punch +15 (2d6+18 B) | Unarmed MW Strike (Standard): 2x Punch +12 (2d6+18 B) Conditional Bonuses MW Strike: Combine damage for DR Frenzy: +4 Melee Dmg, +1 Will, -1 AC, +9 Temp HP Close Enough to Kill: Miss but not Nat 1 when frenzied, spend 1 RP to treat as hit, do minimum dmg (24)
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