Rolls for BleakrockFor everyone in the Bleakrock mission, I'm going to go with a 10-sided dice system like the rest of the GMs when there's dice rolling involved. I'm stealing Dervish's system mostly, quoted below, but with a few modifications:
1-2 is a failure, your character will be injured and brought down, where a second roll of the dice will determine if the enemy will continue to focus on this character to finish the job or take on another target (less than 5, continue the attack, 5 and up, move on unless there’s no other characters to fight). Depending on the circumstances, GMs will decide if the situation will be fatal. Close characters may elect to intervene, where if a player says they wish to intercept, will have to do another combat roll to see if they both make it to the character in time and receive injury in the process
3-6 is a success, but with minor injury. Your character receives a minor wound that will have to be treated and will hinder their ability to fight somewhat, but it won’t take them out of the fight. Each subsequent roll with an injury will have a -1 penalty on the roll, and each injury added increases the penalty.
7-10 is a success where the best possible outcome for that engagement occurs.
However, as I said, I'm modifying the system a bit, so you have
three options to proceed with and the rolls will be made accordingly.
1 - Lethal Attack: Your attack's meant to kill, pure and simple. A full success (
7-10) is an instant kill. A regular success (
3-6) means that your foe's wounded, and will need either another full success or another regular success similarly to die, but it also means they can hit you back. The effectiveness of the foe's strike will be also decided by a dice roll 1d2, 2 being a success, to see whether they miss or not (they don't get the instant-kill privilege you do, just a valid strike which will wound if successful). A failure (
1-2) means your hit misses and they roll 1d2.
2 - Nonlethal Attack: Your attack's meant to stun, which will obviously help you from making a mess, and a captured foe means a hostage and information, and also means Dumhuvud will hate you slightly less for doing a good job. A full success (
7-10) is an instant KO. A regular success (
3-6) means your attack hurts enough to stun them from hitting you, but they're still going to be up unless you land a full success or decide to go lethal. A failure (
1-2) means they get to strike at you, for which they'll roll 1d2, 2 being a successful hit.
3 - Kick: This Spartan maneuver's meant to kick your opponent off the bridge, which means the fight's much shorter. It also gives you one bonus success in your roll for momentum. A full success (
7-10) kicks them off the hill completely and they fall, upon which a 1d3 roll will be made to see if they are killed by the impact (1), get stunned (2) or survive and help their two friends below against Sadri and Narzul (3). A regular success (
3-6) means that you both fall down the hill, upon which they still make the 1d3 roll, and you get a minor injury. A failure (
1-2) means
an epic fail that you miss and lose your balance, and fall down the hill yourself, while your foe is undamaged.
Those who are below (Narzul, Sadri, whoever falls alongside their opponent/falls on their own in a failure) do not have the kick option.
Three failures in a row will cause major injury, and any wound received after a major injury can be fatal. Fleeing, falling down or asking for help is always an option, but given Dumhuvud, there will probably be consequences.
Name your opponent. One is dead, so there are nine Armigers. Armigers 1 and 2 are below and facing Sadri and Narzul respectively. Those above can pick Armigers 3 to 9.
Make your choice and post them here, and then the rollening shall commerce.