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pesukarhu

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  1. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk leans in to inspect the hatch. He nods to Ve, "Yep, I still have it." He holds it up to the panel to see if that does anything. About then, he's interrupted by cries from outside. "Not again!" He grabs his spear and goes to attack the ants. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana takes her axe and swings at one of the ants. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse retreats from the doorway as the ants approach, and fires a stone at the ants with his sling. []
  2. I *think* Bokk currently has the skull with the red blinky, since Yaz took it, and Bokk took Yaz's stuff. However, I don't think I explicitly said he was taking the skull from Yaz. Can I assert that Bokk has it, or did it get left in the junk room?
  3. Blue can't resist himself. With a flying leap, he grabs the thrown disk in his mouth, crashing into Thomasina as he flies by. She staggers back, keeping a hold on the device, but her exoskeleton crashes into a shelf full of assorted electronic components by the wall, sending it crashing down. The falling shelf simply bounces off Thomasina's sturdy exoskeleton, but as it falls it strikes the edge of the circular portal, sending sparks flying. The glowing orange portal sputters, and the vein of orange crystal in the back wall begins to glow. Small orange sparks start to flicker along the metal surfaces of the tables and the devices lying on them. Blue's hair stands on end as what feels like a static electric charge builds in the air. Soon enough, even the humans can feel their skin pricking and their hair rising. OOCAw, yess. Collateral damage! Something seems to be happening. There are scene aspects of: - Sparks are flying! - Arcane energies fill the air! - Jumbled gear covers the floor!
  4. Yep, you can spin most of your approaches as a defense, but the one you choose will affect your narrative positioning. i.e. a Forceful block leaves you in the middle of things, a Quick dodge may get you out of the way, etc.
  5. I think I have to bow out. I don't have the time and attention to add another game. I thought I did, but I was wrong. Thanks for organizing, and have fun!
  6. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Bokk is, sadly, not surprised to hear Bamzaw's screams. But he is interested in the Bochs's announcement of the panel. He goes over to the slowly-growing group by the panel and takes a look. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana jumps back in disgust as the grubs consume Bamzaw. She stops walking towards the center and instead carefully circles around to the left. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse nods knowingly to Mim. "Apparently some people need to be told not to poke the chompy worms." He quietly continues. "I would like to see the bombs, though." []
  7. Thomasina Thomasina jerks her robot hands back as the disk thrown by Diana flies by. "Hey, watch it! Those things are fragile!" OOCAvoiding with a +1, so you didn't get the device.
  8. I'd say trying to disrupt the device would be an Overcome action. Overcome's the catch-all; Defend's really just used for avoiding Attacks. That doesn't change the roll, so it's fine. Also, just to be clear, you can choose to invoke your distracted aspect after you see what the roll is.
  9. Bokk HP 4/4 | AC 13 | Luck 8/10 | S+1 A-1 S+0 P+2 I+2 L+0 | PSH | Gatherer | Cog Now this is interesting. Bokk carefully explores around the edge of the room, staying close to the left wall, following Ve, keeping his eye on the mysterious fog source in the center. Dana HP 1/1 | AC 11 | Luck 7/7 | S-1 A+1 S-2 P+0 I+0 L-1 | PSH | Gatherer | Cog Dana isn't sure what to make of that thing. She slowly approaches the object in the center of the room, listening carefully for any sounds of motion. Mouse HP 3/3 | AC 9 | Luck 8/8 | S-3 A-1 S-1 P-1 I-1 L-1 | Mutant | Hunter | Glow Mouse knows better. That, there, is clearly something dangerous. He stays by the entrance of the room, sling at the ready. Something bad will happen, he's sure. He shrugs to Mim. "I don't got nothing. We could go back and get one of those buckets, but I don't want to cross that bridge again." []
  10. Thomasina Thomasina scoffs at Diana. "Ha! Don't talk to me about murder. I've seen more murder than you have, so what are a few more human lives lost. I've freed the prisoners from this farm! Thanks to your meddling with the dimensional bridge, we lost our best chance to get them somewhere safe. The outer lines just weren't strong enough, so now I have to figure out something else." "No matter! We've got what we need here. The time of closest approach is near! Just a bit more gear, and you'll see." She waves her robotic arm in the direction of the heroes and calls out, "Get them!" She takes a step back towards the wall and picks up some kind of device from a nearby rack. Pressing a button, the orange portal glows more brightly and a second hulking 15-foot-tall turkey starts to emerge from it. Giant turkey The giant turkey already in the room lumbers towards Inkwell, trying to stomp on her extended ink while pecking at her. OOCInkwell, your create advantage didn't work; you were spotted. Diana, you did manage to get Thomasina going on a rant, so she is distracted. She has a "Distracted arguing" aspect that you have a free invocation on. Inkwell, you need to roll a Defend.
  11. Character Asmund son of Edmund Experience 5 Attributes Edge 2 Heart 1 Iron 1 Shadow 2 Wits 3 Momentum Track +2 Max 10 Reset +2 Tracks Health +5 Spirit +5 Supply +5 Bonds Vows Vow1 (Rating) Vow2 (Rating) Vow3 (Rating) Vow4 (Rating) Vow5 (Rating) Debilities Conditions 🔲 Wounded 🔲 Unprepared 🔲 Shaken 🔲 Encumbered Banes 🔲 Maimed 🔲 Corrupted Burdens 🔲 Cursed 🔲 Tormented Assets Wayfinder When you Undertake a Journey, take+1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after you reset Hawk Name: Orion Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1. Archer When you Secure an Advantage by taking a moment to aim, choose your approach and add +1. Trust your instincts: Roll +wits, and take +2 momentum on a strong hit. Line up your shot: Roll +edge, and take +1 momentum on a hit
  12. I'm definitely a +1 on Cortex. A few months back, I sniffed around about running a "Misty Cove" game (one of the Cortex Prime mini-settings), but I didn't get any real interest. But there's been some Marvel Heroic activity around.
  13. OK, I've never built an Ironsworn character before, so I think I'll just ask for advice. I'm going for a ranger-type, the one who guides the party through the wilderness. My first guess is Wayfinder, Archer, and a Hawk. But I'm dithering between Wayfinder and Wildblood, not sure which seems more "ranger-y." Is Wildblood only good in a literal forest, or does it work in other terrain, and do we know what the island is mostly? Not really knowing the game, it's hard to tell what they'll feel like in play. Possible hook: A loved one (or liege lord) is gravely ill, and the local healer says only a rare herb can cure it. He's sworn to find the herb and return. Since that's what springs to mind as a vow, should I consider Herbalist? And should a "wilderness guide"-focused ranger be Wits-first? My first guess was Edge 3 / Wits 2, but I could go the other way around. It seems like most of the moves that jump out at me are Wits moves.
  14. Hey all! I'm trying to hit the mechanics a bit harder here, but I'm still fudging a little. I will fudge less as we go on! Mechanically, here's what happened: The turkey did a "create an advantage" action to create a "mental repulsion field" aspect on the room. I gave it a target number of average (+1), so her roll of +4 got was a "success with style", which gave her two free invocations. Inkwell blustered her way in with a forceful roll of +6. I'm saying that shook off the mental repulsion for her entirely; it can no longer be invoked against her. Mechanically, that's an overcome action against the repulsion. Here's where I hand-wave a bit; I used the +4 as a target. Purple Dove shepherded Diana in. Her +1 roll tied the average difficulty I was using, which is a weak success. I'm saying that used up one of the free invocations the turkey got, but that the "mental repulsion field" is still there. So, the current situation is: There's still a scene aspect of "Mental Repulsion Field" Inkwell is immune to it. The turkey has one free invocation to get a bonus, if it's relevant. She could later spend her own fate points to use it further. As far as the fiction goes, Purple Dove and Coalfire feel a resistance or reluctance to approach the turkey. They're heroes, though, so they can push through, but it's something that can be used against them. If anyone wanted to cut and run, they could get a Fate point as a compel. I have an excuse, if I want to, to offer a compel to do nothing for a turn. Going forward, I'm going to try harder to make this sort of thing an opposed roll, because it feels more natural to me that way. Sound good?
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