Hmm, I assume the punch is fast enough that Fellwing has no hope of intercepting it (with like magic or something)?
Hmm, I assume the punch is fast enough that Fellwing has no hope of intercepting it (with like magic or something)?
You can attempt to, if you roll high enough with either a Defy Danger, Moon Magic or Shadow Magic roll.
Cool beans, imma give it a go! Considering she's marked a Shadow for Anger rn, it'll probably be more violent magic than she'd otherwise resort to (aka "Escalate a delicate situation").
Do I add the +1 going forward from the previous roll to this one?
"This would all have been so much easier with the gem sand." Skobeloff said to himself as he struggled to get his bearings. "Stargaze, be a dear and remind me to be a brave, creative empath more often."
Hmm, so actually, a quick question that potentially affects the outcome of Fellwing's magic. 2d6+1 gave me an 8, but then I realized I was also supposed to add Fellwing's marked Shadows. She had one before this, and using Shadow Magic makes her mark another-- so would she get +1 or +2 from the marked Shadows? As in, does the mark get added after or before the roll? +1 doesn't affect anything, but +2 does.
Either is fine and my post isn't really affected since it's up to you to describe the effect and all, just wondering!
<Snipped quote by rush99999>
The true power of the Trickster: being able to sense past the fourth wall and know of game mechanics.

Admittedly, I am also a little confused...which game mechanic is Skobeloff referring to? ^^"


That last bit about annoying humans has got me wondering something. Are there any humans on the Moonlit Isles?
this world does not have a concept of humans