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Author Topic: Dino Arena - Round 2 Turn 19 - Denoument  (Read 41522 times)

GreatWyrmGold

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #300 on: December 08, 2013, 04:57:53 pm »

I thought you were on sister. Hold on...
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mastahcheese

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #301 on: December 08, 2013, 10:03:12 pm »

Switch target to Red, flanking with whoever available!
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #302 on: December 08, 2013, 10:09:06 pm »

omnomnom red in such a way as that i prevent her from attacking this turn, somehow do it as a flanking strike if mastahcheese doesnt get a partner..

((Hey joben, if we all dogpile onto a single critter with holding attacks do the deence penalties stack?
Could we prevent other small dinosaurs from moving or acting at all if there were enough of us doing so?))
« Last Edit: December 08, 2013, 10:22:27 pm by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Joben

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #303 on: December 09, 2013, 02:02:44 pm »

((@GWG, no Unholy is on Red, he explicitly attacked her back on turn 11, and for 12 said continue same. Mastahcheese was the one holding Sister.))

((Hey joben, if we all dogpile onto a single critter with holding attacks do the deence penalties stack?
Could we prevent other small dinosaurs from moving or acting at all if there were enough of us doing so?))

((Short answer:  Hold attack bonuses don't stack, but more than one hold is still valuable. If you come up with a plan that should work yes you can immobilize stuff.))

Spoiler: Elaboration (click to show/hide)
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #304 on: December 09, 2013, 03:13:16 pm »

((Everyone hold attacks now! Prevent them murdering us by removing their ability to move.))
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Maxinum McDreich

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Re: Dino Arena - Round 2 Turn 12 - Between Scylla and Charybdis
« Reply #305 on: December 09, 2013, 04:51:48 pm »

(I'll just hopefully add a wound to Mate, should get their vigor down quicker, then yeah)

Wild Leap Attack Mate's Face.
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Joben

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Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #306 on: December 12, 2013, 11:53:26 am »

Wild Attack on sister!

(I picked arbitrarily between her two injured areas. You're hitting Body.)

You score a fairly good hit on her.

(Attack 7+3 vs 6+1, dmg 6)
(+2 Vigor Spent)

But she hits you back harder. (16 dmg taken)

Quote from: Sister
Fight

(Cunning 3) You are distracted and don't coordinate with your packmate.

(Attack 10+1 vs 7, dmg 16)

Quote from: Mate
Fight

(Cunning 2) You are distracted and don't coordinate with your packmate.

As Maxinum moves in you strike wildly at him.

(Wild Attack 10+2 vs 6+0, dmg 24)
(+2 Vigor, -1 Def)

(I'll just hopefully add a wound to Mate, should get their vigor down quicker, then yeah)

Wild Leap Attack Mate's Face.

Mate scores a painful hit on you as you move in. (24 dmg taken)

You respond with equal wildness, uncaring of risk. You injure his head drawing blood.

(Attack 3+2 vs 4+0, dmg 2, Wound Inflicted)
(+7 Vigor spent, -1 Def)



Looking at Vigor...if we can't end this soon, we're dead. And trying to end it sooner ruins our remaining time.

Charge at Sister Red, attacking the legs and/or climbing up.

You charge at Red, but she twists out of the way!

(8-1 vs 10+1)

Quote from: Red
Fury Strike the most injured on within reach.

(Sense 4+2) That's Unholy.

You twist around and claw frantically at him but he wriggles out of the way.

(Fury Attack 3+2 vs 6)
(+5 Vigor Spent)

Switch target to Red, flanking with whoever available!

omnomnom red in such a way as that i prevent her from attacking this turn, somehow do it as a flanking strike if mastahcheese doesnt get a partner..

((Hey joben, if we all dogpile onto a single critter with holding attacks do the deence penalties stack?
Could we prevent other small dinosaurs from moving or acting at all if there were enough of us doing so?))

Cheese attacks very clumsily from one side, and is only saved from a painful reprisal by the distraction of Unholy on the other side.

Unholy struggles against Red and she trips and falls over!

(Cheese 4 vs 9+1. Counter Averted by flank.)

(Unholy 9+1 vs 9+1, Clash! 6, Defender falls over!)

Spoiler: GM Notes (click to show/hide)
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

GreatWyrmGold

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Re: Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #307 on: December 12, 2013, 12:06:24 pm »

Attack Red's head/neck area while she's down! Try to cut an important artery.
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Dwarmin

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Re: Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #308 on: December 12, 2013, 12:11:22 pm »

Action: Wild ttack on sister once attack! Go for the body!
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Maxinum McDreich

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Re: Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #309 on: December 12, 2013, 12:30:37 pm »

Huh... just thought of a chance to win this...

For now:

Wild Leap Attack Mate's Head. Hold.
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Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #310 on: December 12, 2013, 03:58:46 pm »

tear at reds most injured bodypart, keep her held down in a way that makes it difficult to attack us.

((I assumed i was on her back for some reason.))

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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

mastahcheese

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Re: Dino Arena - Round 2 Turn 13 - Red falls over.
« Reply #311 on: December 13, 2013, 01:11:46 am »

Fury on Red's head! Keep her down!
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Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Joben

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Dino Arena - Round 2 Turn 14 - Why do we fall?
« Reply #312 on: December 16, 2013, 11:05:26 am »

Action: Wild ttack on sister once attack! Go for the body!

(5+3 vs 7+1, Clash 5, Defender Falls over!)
(Wild +2 Vigor Spend, +1 Att, -1 Def)
(24 dmg taken!)

Quote from: Sister
Get it together, listen to Mate.

(Cunning 5+1) You are no longer scared and coordinate with Mate rather than being purely reactive.

(Attack 4+2 vs 4+2, Clash 3, Errr Sister falls over...more?)

Quote from: Mate
Work with sister on her foe. Wild Attack

(7+2 vs 4-1, dmg 24)
(+2 Vigor Spent, +1 Att, -1 Def)

Huh... just thought of a chance to win this...

For now:

Wild Leap Attack Mate's Head. Hold.

(Attack 1+3 vs 6+0)

(Wild Leap +7 Vigor Spent, +2 Attack, -1 Def)


(That mess seems worthy of a unified narrative description)

Sister manages to control her momentary panic. Once again clearheaded, she and Mate call back and forth and turn their attention on Dwarmin. Before they can act, Dwarmin slams into her with a mighty shriek. Perhaps by luck or skill he trips her and she sprawls on the ground. She frantically claws at him, her feet slipping in the muddy forest floor, but her claws find no purchase.

With a roar Mate comes to his companion's aid. A vicious kick lands near the base of Dwarmin's tail sending bright flares of pain through the young Hunter's body.

Maxinum leaps high into the air aiming for Mate, but badly misjudges his position. He lands with a thump, his claws tearing furrows in the leaf litter that covers the ground.

Sister manages to get her legs working at last and rises to face her foes. She is breathing heavily from exertion, but notes with satisfaction that her opponents appear to be nearly exhausted.


Meanwhile a few yards to the East.


Attack Red's head/neck area while she's down! Try to cut an important artery.

She twists her head away from your strike causing you to miss. You almost trip over her neck but regain your footing.

(Attack 9-1 vs 9-1, Clash 6, err...Red falls over more. Well at least it wasn't you.)

tear at reds most injured bodypart, keep her held down in a way that makes it difficult to attack us.

((I assumed i was on her back for some reason.))

You try to tear more but the way she's thrashing around barely hurt her more. She tries to twist around and bite you, but is unsuccessful.

(Attack 9+4 vs 10+2, dmg 2)

Quote from: Red
Get up, kill Unholy with extreme prejudice

((Being held while prone turns rising into a non-trivial task with a possibility of failure. But it's just one of you. This is like a human standing up with a small child on their back.))

(Red Athletics check: 5) She gets up.

(Attack 1+2 vs 6) She misses pitifully.
(Fury +5 Vigor Spend)

Fury on Red's head! Keep her down!

Unfortunately she has already managed to rise, but you strike her a mighty blow across the face and hold on!

You've got the proverbial bull by the horns (What the heck is a bull?), this is either the best or worst development for you so far.

(6+2 vs 1+2, dmg 10)
(Vigor Spent +5, Att +1)

Spoiler: GM Notes (click to show/hide)
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

GreatWyrmGold

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Re: Dino Arena - Round 2 Turn 14 - Why do we fall?
« Reply #313 on: December 16, 2013, 12:04:05 pm »

((I think a bull is kinda like a ceratopsian. I mean, a spineface.
Also, maybe have standing up take up a whole turn, during which you are vulnerable? Makes groups of animals big enough to knock you over more dangerous.))

Attack Red's head.
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Unholy_Pariah

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Re: Dino Arena - Round 2 Turn 14 - Why do we fall?
« Reply #314 on: December 16, 2013, 05:44:11 pm »

attack red, hold her again.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.
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