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    1. Peik 10 yrs ago
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I'm sorry that I've been quiet on this front lately, I've been somewhat busy. I should be writing up a review for your character quite soon, @DearTrickster.
Narzul goes for another attempt to non-lethally take down the Armiger he's fighting.


And Niernen?
Righto folks, time to keep the Bleakrock rolls rolling.

As you know, last bout Sevine, Niernen and Elmera were wounded. Three Armigers were killed, courtesy of Niernen, Roze and Daixanos, and three Armigers were wounded, courtesy of Sadri, Sevine and Elmera.

This leaves us with Armigers 1, 2, 3, 4, 7 and 9. Armigers 2, 4 and 9 are wounded. Armigers 1 and 2 are engaging Narzul and Sadri respectively. So the party above has to deal with Armigers 3, 4, 7 and 9. They have been ambushed and taken casualties, so if a player wishes to roll Speech to coerce them into surrender, it is a possibility.

Below are the rules repeated again.

Rolls for Bleakrock

For 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.


Rules For Enemy Surrender

Once the bout is over (i.e. everyone has made their posts), you can choose a spokesperson to try and coerce them. That person alone will be making the roll.

The spokesperson will roll 1d10 with the Speech skill and need to score 7 or above. Those without the skill will get -3 to their roll. Novice gets no bonus. Apprentice will get +1, Adept +2, Expert +3.

Should the roll get a failure (1-2) the spokesperson will be wounded by a projectile. A regular success (3-6) will have the spokesperson's suggestion rejected, and there will be formal restart of combat. Full success (7-10) will have the Armigers put down their arms peacefully.

The spokesperson will not be able to make any attack rolls in the bout, should the roll fail.

Those below (Sadri, Narzul) can also attempt a Speech roll, but their success or failure will be separate from the rest of the party and the Armigers.


Once everyone calls in their shots I shall roll. This time the rolls will continue until the fight is completely over. Please do not hesitate to ask any questions.
It's short, but hopefully it's not that bad.

Now there's something you don't want to hear in bed
"We're not dead yet, are we? I'm not dead either. Well shit, better look alive."

Balen, admittedly, did not have much experience with combat - aside from the occasional fighting off the hungry dog with a branch or such, he definitely did not have much experience fighting beings that used weapons. While he had killed before, it had been two pirates who were trying to carry a chest, which made things quite easier - physically, at least. Even then it had been quite simple, just some stabs and simple bleeding out (for people who grow up in Morrowind, stabbing people when they are helpless isn't very hard). Nothing like shattered spines and disembowelment. Or whatever the fuck was going on in the 'front' of the party with angry Nord noises - he hadn't even dared to look there, and just delayed the advance of a Draugr on the flank by looking angry and feigning thrusts. In retrospect, it was possibly more entertained rather than intimidated. Well, laugh they could (could Draugr laugh?), they were shambling corpses, and the group was making short work of them.

While 'Victory or Sovngarde' wasn't as appealing as 'Victory or tactical retreat' to the Dunmer, he'd still admired the foolhardy way in which the cry's source launched into battle, even sporting an unintentional smirk upon witnessing the man bash into the group of revenants. But now, things were packing up - Hector was cleaving through with fire and sword like he was wielding the damned Goldbrand, and it seemed that Balen had to do something other than look scary, keep the dead away and anxiously contemplate his surroundings.

"Attack!"

And with that, it was made official. He was going into the fray again. As he moved cautiously, he eyed his opponent, the 'big one', who'd been thankfully taken down a notch by an arrow. While using a bow and arrow in surroundings like these felt foolish to Balen, he was no archer, and he found the facts more satisfying than his nitpicking assumptions. There was no need to be an armchair tactician, not in the midst of a life-or-death battle.

Moving left as to stay away from its blade wielding arm, Balen was momentarily startled by a 'woosh' of purple light behind him, and looking behind he saw a wolf - a familiar, he assumed from the disturbing hue it gave away, and the fact that the mage and the Bosmer were behind it as if it were a barrier. He turned back and saw the Khajiit bash her mace into the Draugr. "You go, girl," he thought to himself as he had a moment of paralysis, unsure on what to do; feeling a tang of shame at standing still, he began a sudden sprint and plunged his sword in the general direction of the Draugr's neck, hoping it would sever something important.
@Peik

Not to worry, I'll be posting for Roze today, unless that's too short-notice?


If you think you can put in a post then there's no worry. My notice was just a heads up, not a cut off.
I'll be moving Bleakrock along after the weekend, everyone. @MiddleEarthRoze, @Hank, I'll assume you folks will be opting to skip for this bout.
I should be able to post this Sunday myself.
Y so quiet homies.

Show the Dervakiin yer love.


aw bae

Great post @Peik


Thank ye kindly.

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