You don’t need a free hand to tackle someone. In this game you’re not martial artists, think of any kind of grappling as more akin to an American Football player bulldozing another player. Or, if you do envision your character as a bit more slick, a slide tackle or drop kick.
You’ll note that the effects of tackling a target end when the round does, so it’s a much more momentary grapple than in D&D, which continues on until someone rolls above a certain number to free themselves.
Fake edit: Oops, I thought I had hit post on this the other day.
Speaking of taking bastards with you ...
Geon-Zo picks up the largest remaining chunk of the Device and, as hard as it can, rams it into the wall of the Tower. It thens spends a few moments pulling apart what furniture remains, looking for something it can use as a club or spear. Maybe there’s a chunk of tabletop suitable as a pavisse.
Finally, before moving on, Geon-Zo carefully collects the body of the Overseer. She was a Squaddie, however briefly, and will be buried as such. There were too many that couldn’t, and Geon-Zo will do it right for once.
Geth, roll 2d6+2 for Constructive deconstruction
Two handed weapons are more of a risk, though on average they are simply better statistically than one handed weapons. Something you will learn very soon…
Oh, last thing, throw some of that gear at each other. Don’t stand on ceremony, take what you need, anything you’re unsure of I will assume is being carried on the back of the current Quartermaster.
((Wait, do we add a stat to weapon damage, too? I thought weapons did a set amount, and the stat was for the attack roll.))
Myo doesn't have an instant calling towards any of the items being gathered, though the Teeth would always be welcome. It posts up beside the fleshy film to peer at the hazy shadows of whatever's milling around on the other side.
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Oh sugar. I’m such a bad teacher. I wish this was in person, or by discord, but I’m usually outside.
You roll 2d6 to try and hit your target. You want to beat their Dodge Rating (DR).
You gain a +1 bonus to this if you’re on high ground compared to them.
You gain an increasing bonus to this after turn one, which I’ve called Battle Rhythm.
There are some other ways that might pop up, like class abilities.
Your damage is the weapon + stat.
Brutal for melee.
Volatile for ranged.
I’ve been keeping track of it, so you’ve been dealing correct damage so far.
The seconds slow to a halt. Right now Myo has just pressed themselves up against the flimsy wall. Something gazes right back.
Myo, right ahead of you, there’s some shoulder high cover. A little south of that an even cruder looking creature than 'Xim is looking at you, axe in hand. It’s enraged, steaming, freaky.
That thing is going to attack you, up close and personal.
Taking the duck action next to that cover will increase your DR by 2 until you move away from it. It’s uses up an action, but it’s a solid investment for a ranged squaddie.
Caressing the bone spitter, Awoo tosses the rest of the stuff they picked up to the QM, Geon-Zo. They think about it for a second, and toss over their pistol with the laser guide too.
((If y'all don't mind, I'ma swap my pistol for this thing, and y'all can divvy up the rest of the stuff. After y'all take your pick of things, I'll look at what's left and see if there's anything else I want since I claimed this bone gun first without asking.))
A second passes, the flimsy wall has begun to fall.
You see a giant heart suspended from huge arteries and rusty pipes. It beats with abominable life.
There are several combatants taking position, raising weapons, hunkering down against cover. Guards. A crude copy of Myo’s spawn.
Beyond them, the dripping tunnel that leads out under the wastes. Your exit, your escape.
I’m going to save the fight for Monday evening. Send in your questions in the mean time, and discuss your plans. You can shuffle your current placement on the battle map as you please. Mark it on the map or describe it.
That white blob is 1 goo. You can pick it up and apply it to yourself as an action to recover 1 blood. You did so well searching it’s no big deal, for you…
1G, 2G and 3G are guards. You fought one just like them, but their initiative will be higher…
2X has everything Xim had when they first spawned. They’re crazy though. All screams.
1c and 2c are the last cleaners of the tower. The rest have been eaten by the tower to ‘keep them’. Checking the ceiling for a split second, you can see a bunch are being partially digested or gripped tight by dozens of hands…
If someone is positioned up at the other space next to the "door," (not necessarily you, Awoo) they can rush for the bit of cover just SE of 2x. Someone with a ranged weapon might be able to take advantage of the cover mechanic for once and stay there for a while while getting to hit a few targets.
2x sounds like a real tough customer. We might be able to get in close and beat the snot out of it quickly if our initiative is high enough...
Myo could move to the spot SW of 2x and provide pseudo-cover for anyone nearby while we smack at it.
Do we want to kill the heart? It's doing a pretty good job of that on its own.
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
((what was the benefit to that pistol mod? Because either way I'd like it))
((It added +1 to attack for ranged weapons! The whole-ass pistol is available for grabs if'n'y'ant't))
edit: ((I still have the stats for the pistol+mod on the Wreckage Google Doc sheet for all our characters and stuff. Here, if you missed the link for it earlier))
edit2: ((ooooooh, you already have a pistol and just want the mod, I see! Well, regardless that's what it does lol))
'Xim is equipping the tooth mace and maybe the gross arm? I'm not clear if its ability does weapon damage+brutal on a tackle or just weapon damage. Which leaves a table leg either on him or with someone else.
I sort of think the teeth might be best placed on the gross arm, as its not going to roll midnight, but then it might not be used to attack in scenarios where the -DR is undesirable.
Also 'Xim is also happy to put all the Goo in his goo gullet.
Not sure, what everyone else's blood is at though.
'Xim is at 8/12 so could potentially heal for four, and store the other one.
((what was the benefit to that pistol mod? Because either way I'd like it))
((It added +1 to attack for ranged weapons! The whole-ass pistol is available for grabs if'n'y'ant't))
edit: ((I still have the stats for the pistol+mod on the Wreckage Google Doc sheet for all our characters and stuff. Here, if you missed the link for it earlier))
edit2: ((ooooooh, you already have a pistol and just want the mod, I see! Well, regardless that's what it does lol))
((I mean, I'll take both pistols if you don't care. Having a back up pistol isn't a terrible idea. ))
((My plan is to get to the spot where Geon-Zo is now, left most hex that lines up with the middle of the Heart, and just drop hot lead into the thing; that assumes it counts as being in all 7 hexes))
The majority are dead or painstakingly getting there, but three of them could pull themselves free if you threw them your rope and pulled them free! 1 action while adjacent to or under the cleaner
Alternatively, any of you can shoot them loose with a ranged attack (3 DR), but they will suffer half your damage.
Squad! You will earn a Wrecking Die for each one you release, even if they’re doomed to be hit in the crossfire.
The gross arm deals only weapon damage on a tackle, no stat.
There is a loud *HORF* sound as 'Xim keeps cleaning up the battlefield.
It appears to be studiously putting the congealed Goo into a smaller side-mouth.
.. while figuring out whether it's easier to feed the mouth by hand or simply lie on the Goo puddles.
The combat encounter will begin in 3 to 4 hours. Make sure you lock down your positions and loot before then, as I will post who has what before the chopping and shooting starts.
In person I’d enforce squad role shifting, but it’s cool if you stay Point (initiative rolly man and final word if folks can’t decide on something).
SPOILER
This encounter is the last one before this session ends, then we’ll do the stuff you do at a session’s end, such as earn titles. After that we’ll see who wishes to continue to play.
((I think I'm all set, Awoo is going to crouch down (it's awkward for them being constricted by their new skin, but they'll manage) and ready themselves for combat, bone spitter out and pointing forward))
You have retained your current roles in the squad. Pa’ew has the flag.
You have had enough time to put whatever weapons you possess in your hands. Keep track of that please!
Anything that has not been explicitly picked up in a post is being carried by the current quartermaster, Geon-Zo. It’ll be 1 action to use it, or 1 action to toss it to someone else. You always catch stuff because you didn’t survive this long being clumsy.
With several hearty bellows, the deranged hulk with an axe bounds towards you (2X)! You hear several safety catches clicked off from the guns of the guards that are primed, already hunkered down against cover or aiming for you on bended knee!
The tower’s bruised looking heart thumps quickly, pushing blood around the chamber before you. You feel a sudden quake to the north of the room, a vibration knocking you all a step to the right. Was that… from outside? Or are the veins of this abomination bursting under its own pressure? Impossible to say.
That heart looks juicy, unprotected. You reckon you could easily cut into it, or blow holes through it. Not about to attack you though, so it might not be a worthy target right now. Or, perhaps, it’s exactly what you should be aiming for…
((My plan is to get to the spot where Geon-Zo is now, left most hex that lines up with the middle of the Heart, and just drop hot lead into the thing; that assumes it counts as being in all 7 hexes))
Geth, roll 2d6 for Initiative 1.
Geth, roll 2d6 for Initiative 2.
Geth, roll 2d6 for Initiative 3.
Geth, roll 2d6 for Initiative 4.
Geth, roll 2d6 for Initiative 5.
Initiative 1:
2d64 [2d6=1, 3]
Initiative 2:
2d68 [2d6=5, 3]
Initiative 3:
2d612 [2d6=6, 6]
Initiative 4:
2d69 [2d6=5, 4]
Initiative 5:
2d66 [2d6=5, 1]
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Posts
You don’t need a free hand to tackle someone. In this game you’re not martial artists, think of any kind of grappling as more akin to an American Football player bulldozing another player. Or, if you do envision your character as a bit more slick, a slide tackle or drop kick.
You’ll note that the effects of tackling a target end when the round does, so it’s a much more momentary grapple than in D&D, which continues on until someone rolls above a certain number to free themselves.
Speaking of taking bastards with you ...
Geon-Zo picks up the largest remaining chunk of the Device and, as hard as it can, rams it into the wall of the Tower. It thens spends a few moments pulling apart what furniture remains, looking for something it can use as a club or spear. Maybe there’s a chunk of tabletop suitable as a pavisse.
Finally, before moving on, Geon-Zo carefully collects the body of the Overseer. She was a Squaddie, however briefly, and will be buried as such. There were too many that couldn’t, and Geon-Zo will do it right for once.
Geth, roll 2d6+2 for Constructive deconstruction
*pours one out for The Device …*
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
The head of your fallen follower is in the part in the best condition. You can tie her to your hip by her greasy, unkept hair.
Aw, that’s nice.
At present the squad roles are as follows:
Point = tie breaker, initiative roller
Myo
QM = journey navigator, gear counter
Geon-Zo
Flag bearer = makes squad exist (+2 blood, -1 DR)
Pa’ew
These all need shifting around, in my opinion!
((Wait, do we add a stat to weapon damage, too? I thought weapons did a set amount, and the stat was for the attack roll.))
Myo doesn't have an instant calling towards any of the items being gathered, though the Teeth would always be welcome. It posts up beside the fleshy film to peer at the hazy shadows of whatever's milling around on the other side.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
You roll 2d6 to try and hit your target. You want to beat their Dodge Rating (DR).
You gain a +1 bonus to this if you’re on high ground compared to them.
You gain an increasing bonus to this after turn one, which I’ve called Battle Rhythm.
There are some other ways that might pop up, like class abilities.
Your damage is the weapon + stat.
Brutal for melee.
Volatile for ranged.
I’ve been keeping track of it, so you’ve been dealing correct damage so far.
The seconds slow to a halt. Right now Myo has just pressed themselves up against the flimsy wall. Something gazes right back.
Myo, right ahead of you, there’s some shoulder high cover. A little south of that an even cruder looking creature than 'Xim is looking at you, axe in hand. It’s enraged, steaming, freaky.
That thing is going to attack you, up close and personal.
Taking the duck action next to that cover will increase your DR by 2 until you move away from it. It’s uses up an action, but it’s a solid investment for a ranged squaddie.
Caressing the bone spitter, Awoo tosses the rest of the stuff they picked up to the QM, Geon-Zo. They think about it for a second, and toss over their pistol with the laser guide too.
((If y'all don't mind, I'ma swap my pistol for this thing, and y'all can divvy up the rest of the stuff. After y'all take your pick of things, I'll look at what's left and see if there's anything else I want since I claimed this bone gun first without asking.))
Take a Wrecking Die, you mad man.
A second passes, the flimsy wall has begun to fall.
You see a giant heart suspended from huge arteries and rusty pipes. It beats with abominable life.
There are several combatants taking position, raising weapons, hunkering down against cover. Guards. A crude copy of Myo’s spawn.
Beyond them, the dripping tunnel that leads out under the wastes. Your exit, your escape.
I’m going to save the fight for Monday evening. Send in your questions in the mean time, and discuss your plans. You can shuffle your current placement on the battle map as you please. Mark it on the map or describe it.
That white blob is 1 goo. You can pick it up and apply it to yourself as an action to recover 1 blood. You did so well searching it’s no big deal, for you…
1G, 2G and 3G are guards. You fought one just like them, but their initiative will be higher…
2X has everything Xim had when they first spawned. They’re crazy though. All screams.
1c and 2c are the last cleaners of the tower. The rest have been eaten by the tower to ‘keep them’. Checking the ceiling for a split second, you can see a bunch are being partially digested or gripped tight by dozens of hands…
That big purple heart is keeping all this going.
If you reach the tunnel, you’re out of here.
If someone is positioned up at the other space next to the "door," (not necessarily you, Awoo) they can rush for the bit of cover just SE of 2x. Someone with a ranged weapon might be able to take advantage of the cover mechanic for once and stay there for a while while getting to hit a few targets.
2x sounds like a real tough customer. We might be able to get in close and beat the snot out of it quickly if our initiative is high enough...
Myo could move to the spot SW of 2x and provide pseudo-cover for anyone nearby while we smack at it.
Do we want to kill the heart? It's doing a pretty good job of that on its own.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
((It added +1 to attack for ranged weapons! The whole-ass pistol is available for grabs if'n'y'ant't))
edit: ((I still have the stats for the pistol+mod on the Wreckage Google Doc sheet for all our characters and stuff. Here, if you missed the link for it earlier))
edit2: ((ooooooh, you already have a pistol and just want the mod, I see! Well, regardless that's what it does lol))
I sort of think the teeth might be best placed on the gross arm, as its not going to roll midnight, but then it might not be used to attack in scenarios where the -DR is undesirable.
Also 'Xim is also happy to put all the Goo in his goo gullet.
Not sure, what everyone else's blood is at though.
'Xim is at 8/12 so could potentially heal for four, and store the other one.
((I mean, I'll take both pistols if you don't care. Having a back up pistol isn't a terrible idea. ))
((My plan is to get to the spot where Geon-Zo is now, left most hex that lines up with the middle of the Heart, and just drop hot lead into the thing; that assumes it counts as being in all 7 hexes))
Exactly how many functional cleaners are stuck to the ceiling and where are they located?
The majority are dead or painstakingly getting there, but three of them could pull themselves free if you threw them your rope and pulled them free! 1 action while adjacent to or under the cleaner
Alternatively, any of you can shoot them loose with a ranged attack (3 DR), but they will suffer half your damage.
Squad! You will earn a Wrecking Die for each one you release, even if they’re doomed to be hit in the crossfire.
The gross arm deals only weapon damage on a tackle, no stat.
Not close packed enough to use the sweat gland on then :P
There is a loud *HORF* sound as 'Xim keeps cleaning up the battlefield.
It appears to be studiously putting the congealed Goo into a smaller side-mouth.
.. while figuring out whether it's easier to feed the mouth by hand or simply lie on the Goo puddles.
11/12 blood, 2 Goo
Who’s got the flag?
Who’s rolling initiative?
What do you want to know about what you can see?
Pop yer mods if you've got 'em!
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
In person I’d enforce squad role shifting, but it’s cool if you stay Point (initiative rolly man and final word if folks can’t decide on something).
SPOILER
You have had enough time to put whatever weapons you possess in your hands. Keep track of that please!
Anything that has not been explicitly picked up in a post is being carried by the current quartermaster, Geon-Zo. It’ll be 1 action to use it, or 1 action to toss it to someone else. You always catch stuff because you didn’t survive this long being clumsy.
@Bursar
Roll for initiative!
—
I’ll slot you after you’ve whipped up your turn order.
Any snags just say, I’ll rearrange positions to suit.
The tower’s bruised looking heart thumps quickly, pushing blood around the chamber before you. You feel a sudden quake to the north of the room, a vibration knocking you all a step to the right. Was that… from outside? Or are the veins of this abomination bursting under its own pressure? Impossible to say.
That heart looks juicy, unprotected. You reckon you could easily cut into it, or blow holes through it. Not about to attack you though, so it might not be a worthy target right now. Or, perhaps, it’s exactly what you should be aiming for…
Geth, roll 2d6 for Initiative 2.
Geth, roll 2d6 for Initiative 3.
Geth, roll 2d6 for Initiative 4.
Geth, roll 2d6 for Initiative 5.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
12 - 'Xim
9 - Geon-Zo
8 - Pa'ew
6 - Awoo
4 - Myo
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Anyone mind tossing me one of the table legs to use? I'm kinda down a melee weapon at this point.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I don't think anyone lay claim to the one 'Xim didn't find