Drawing an action card (actually two as the first one I drew made you rotate some city tiles in place and that has no effect on our custom movement rules):
I'll run this first fight by the book and then we'll consider if we need to tweak anything for PbP.
So first we look up the dog's fight stats:
Body is HP. Attack modifies his attack score. Defence modifies his defence score. Heads is the karma penalty for killing him. Carrying is the paragraph number for finding out your loot.
So fights. We have 10HP. We choose a combat card which has an attack and a defence score and we randomly draw a combat card for the enemy that also has an attack and defence score. After modifiers we compare our fight to his defence and deal the difference in damage, whilst simultaneously comparing his fight to our defence and taking the difference in damage. Repeat for further rounds until someone dies.
You can try and run away after the first round so we'll cover that when we get there.
d 4/3, he got a negative defense score which I guess means we'll fuck him up quite easily, and I think we should avoid donating limbs as much as we can
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
B, since we only need to deal 1 damage.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
So death. Rules say drop all your goods where you are, lose any skills you might have gained from guilds etc, and restart at the gate with -1 body point. Only allowed up to 3 times.
So we'll go with that apart from the body point and three times limit things.
I'm fairly certain I can predict where this vote will go.
So we get our level 1 training for free and are now a kick ass breath wizard. As such we get to have one of the funky playing pieces to replace our generic pawn.
Posts
Generic streets.
Drawing an action card (actually two as the first one I drew made you rotate some city tiles in place and that has no effect on our custom movement rules):
Agree - Lurch
Awesome - Run
Shiny - Fight
always be lurchin'
We are none of these things...
Fight time!
I'll run this first fight by the book and then we'll consider if we need to tweak anything for PbP.
So first we look up the dog's fight stats:
Body is HP. Attack modifies his attack score. Defence modifies his defence score. Heads is the karma penalty for killing him. Carrying is the paragraph number for finding out your loot.
So fights. We have 10HP. We choose a combat card which has an attack and a defence score and we randomly draw a combat card for the enemy that also has an attack and defence score. After modifiers we compare our fight to his defence and deal the difference in damage, whilst simultaneously comparing his fight to our defence and taking the difference in damage. Repeat for further rounds until someone dies.
You can try and run away after the first round so we'll cover that when we get there.
Our fight card choices are:
(a) Attack 0: Defence 6
(b) Attack 1: Defence 5
(c) Attack 3: Defence 4
(d) Attack 4: Defence 3
(e) Attack 5: Defence 2
(f) Attack 7: Defence 0
Which is more than the reaction buttons can take! So I guess you'll have to post or 'agree' on someone else's suggestion.
The enemy fight cards are a bit more random than ours but in the same ballpark for attack/defence distribution.
We play Attack 4, Defence 3
We deal 5 damage and receive 6 damage.
Ouch! But thematic for a rabid animal I suppose.
Dog on 1 HP remaining, us on 4 HP remaining.
Geth roll 1d6 for 3+ to avoid rabies.
To run we make a movement roll (1d8) and the enemy rolls 1d8.
If we roll higher we get away, if he rolls higher or we draw he gets a free round against us where we don't play a card.
(a) Attack 0: Defence 6
(b) Attack 1: Defence 5
(c) Attack 3: Defence 4
(d) Attack 4: Defence 3
(e) Attack 5: Defence 2
(f) Attack 7: Defence 0
(g) Run away!
Us: Attack 1 Defence 5
We fail to hurt him, he fails to hurt us.
Dog on 1 HP remaining, us on 4 HP remaining.
Geth roll 1d6 for 3+ to avoid rabies
So death. Rules say drop all your goods where you are, lose any skills you might have gained from guilds etc, and restart at the gate with -1 body point. Only allowed up to 3 times.
So we'll go with that apart from the body point and three times limit things.
(a) Attack 0: Defence 6
(b) Attack 1: Defence 5
(c) Attack 3: Defence 4
(d) Attack 4: Defence 3
(e) Attack 5: Defence 2
(f) Attack 7: Defence 0
(g) Run away!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Us: Attack 3 Defence 4
We deal 2 damage and the dog is dead.
The dog deals 3 damage and we're on 1HP (and shortly about to melt into goo).
But first loot!
So the next turn begins and we dissolve. I had heard the game could be a bit brutal!
Drop our ointment and back to the gates to start again I guess.
I'm going to assume we just want to explore on for now. So let's head north first and take an event.
We have no heads as the naughty tax dodger got dogged to death.
Geth roll 1d6
Awesome - Help
Shiny - Threaten
That was worth waiting the weekend for. Exploring on North.
We'll have that! Exploring on East.
Agree - Greet
Awesome - Help
Shiny - Threaten
Witness - Take on Basher
Map:
Inventory:
(a) Attack 0: Defence 6
(b) Attack 1: Defence 5
(c) Attack 3: Defence 4
(d) Attack 4: Defence 3
(e) Attack 5: Defence 2
(f) Attack 7: Defence 0
Rope-a-dope!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
1 - A7, D1, we take four damage...
2 - A4, D0, we take one damage
3 - A4, D3, we take one damage
4 - A3, D3, we're fine
So we survive on 4HP! We have 3 groats! Woo!
Agree on this post to explore on, or post to nominate a known destination.
Agree - Greet
Awesome - Help
Shiny - Threaten
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Moving on to check our location.
Pneumology is a school of magic all about the power of breathing.
Agree - Join
Awesome - Leave
So we get our level 1 training for free and are now a kick ass breath wizard. As such we get to have one of the funky playing pieces to replace our generic pawn.
Courtesy of some nice person on BGG who painted their figure this is now us:
Agree - Revisit the guild as a member
Awesome - Explore on
Post - Nominate a known destination
Map:
Inventory:
3 groats
it costs three groats to train in magicks
we spends the groats in my opinion!
We know what happens in paragraph 150 so let's go there and become a broke level 2 Pneumologist.
Agree - Take some tea at the guild
Awesome - Explore on
Post - Nominate a known destination
Agree - Explore on
Post - Nominate a known destination