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The emergency flare shines like a second moon in the black sky. The wood are alive with the sounds of clashing metal, interrupted by the screams. Perhaps one of the other companies have encountered some ill misfortune? Particularly dedicated brigand?

Perhaps an Ogre.

That would be . . . Less grand.
>>
File: Lanterns and Swords.png (489 KB, 1853x1160)
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But no one stands against the night alone. And if we can see the flare, so can others. We should rush to the aid of those lost friends and rescue from their peril.

#Lanternname, Path-[level]
VIT 12:12 FOC 12:12 T: 10
!Skill?
!Skill?

Take a moment to remember your training - a Path you specialise in, above all others. You can, if you find it, use every weapon imaginable (The Master Of Arms is not the sort to abide those who skip her benign instruction). But for you, there is a special calling that elevates you above other, lesser fighters.

You use 3d6 to roll versus this Path when you use your gear. In most other instances, you roll against a difficulty of 10+modifiers; some of which are down to training, talent, tricks or tools. This is your T, or Target. It represents your baseline individual ability. With a Target of 10 but Especially Keen Eyes (+2), you would roll against 12 to spot things. But as you have had scant time to distinguish yourself, worry not about it for now.

You can if you like write out the full character stats, but as there are no variance in the abilities between you and your peers yet, you really only need to worry about your current VITALITY, your FOCUS and your TARGET.

Every Lantern has a Speed of 2 - you can move 2 tiles on your turn at no cost. This can take place whenever.
Every Lantern has an Action of 5 - you can do a major action for 3 or a minor for 1. Major is an attack, a large move, a grand deed. Minor is thinking a quick question, spotting something, looking, searching, opening a door, picking something up, readying something into hand, aiming for +1 to your next major action, and it is also how you STEP. So going at a full sprint, you can reasonably make it 7 tiles before you run out of breath.

All Lanterns also have a FOCUS. You are adept at what you do. Sometimes, you need to push through danger and get something done. Focus turns into more Action Points at 1:1, but alas, it does not recover save in the most curious of circumstance.
>>
>>4041953
Path of Mace
>>
>>4041953
Big Unz is big!

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
Gear 6
>>
>https://discord.gg/Xtfecaq
Perhaps you want to listen in to some lively chatter? They usually debate how to avoid being killed (They usually get it wrong)

>https://twitter.com/CompanyComQM
There's a Twitter, albeit one doesn't know why you'd want it.
>>
>>4041946
Path of Mace (ignore above)
>>
File: Little Lights Going Out.png (791 KB, 1119x1465)
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Perhaps you remember some other time, some other place? Grander battles, different tales, that moment when your arm broke from the impact of a mace ...

There's a story there, surely.

> If you've been a Lantern before, you might have heard of yourself. I'd prefer if people did not bring forward the same character sheet; the system has changed too much. For a Legacy, however, you are welcome to carry onwards a trick, talent or a special bit of Kit if you remember what it was like. A little touchstone memento...

>Don't forward a Path. It is absolutely not the same.
>>
File: And Some More Words.png (1.49 MB, 2468x4007)
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There are actually some regulations to fight in this here company, but you'll get the gist of it with the above with no problem.
>>
>>4041953
>>4041998
Big Unz remember big fight!

>Remember Dancing Steps.

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 15/15
Gear 6
>>
>>4041998
Oh lights that copied wrong. A trick, you can remember a trick. That's it.
>>
>>4041953
#Iosrvgne
VIT: 12 || FOC: 12 || ACT: 5
REA: (7 => 8) || GRI: 4 || MOV: 2

Path of the Spear - [11]
!Lunge || -2 Acc for +1 Reach. ||
!Puncture || -2 Acc to strike all tiles in Reach at current facing. ||

[Grace: Dodging redirects hits.]
[Scarred: Gain +1 Rea but take additional damage.]

[GEA: 6]
Spear || +0 Acc, 1d6 Pierce, 2 Reach ||
> Take Legacy: Ngiervos || [Grace]
> Take Quality: Scarred || Gain +1 Rea.
>>
>>4041998
>Wryneck's legacy, !Determined
>Take Night Terrors for +Gear

#Heron, Blade-[12]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
!Bleed
!Determined
7 Gear
>>
>>4042006

#Yuli, Powder-11
VIT 12:12 FOC 12:12 T: 10
Night terrors
Religious+1
>>
>>4041953
>Legacy of Un-Jin Han, gain Spd 4
>Take wracked quality of Ash Winds-12 for Path of Rope-[13]


#Un-Jin Woo, Path of the Rope-[12]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Catch Breath (Major: Gain 1d2 FOC)
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4042101
One might wish to note that would be two legacies. But, as we know the way the wind blows, it'll be all right.

This time.
>>
>>4041946
#Red, Daggers-[10]
VIT 12:12 FOC 12:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy
>>
>Path of Powder

#Yarksha, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:2
!-1: Free Hands
!Mutation
>>
>>4041998
>Can I remember my better arm?
>-if no, can I remember my better arm by combining legacy and quality?
>>
>>4042460
It was torn out of socket while you were engaged in grand heroics.
The question isn’t if you can remember; its how one could ever forget?
>>
>>4042518
No, my first arm was torn out. My better arm was *better*.
>Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>Changes?
>>
>>4042713
None.
>>
>>4041953
>Legacy Bondsteel Arm
>Jinxed Quality for Preceptive Mind (for Noticing little details, and Understanding what all those pieces mean)

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 12:12 | T: 10| Gear 6:6 | Fuel 4:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
File: Hillside 1.png (3.23 MB, 3188x2840)
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The emergency flare hangs like a star in the snapping dark. A small hillock sticks out of the landscape like an acne scar on the face of god.

In the dark ahead, a few scant hovels and hut cling to the mud-side. They probably tend small farms and pry delicious apples from well-loved orchards. Maybe they will again, if anyone is alive after tonight. A warband of Ghasts seeks to end them all.


[Lanter] Hey! Up here! Hurry! I've lost sight of the others and there's something BIG out there!

---

>Lantern Phase
>You can move up to your speed. Remember that a major action is 3 AP and a minor little thing is 1 AP.
>>
>>4043028
Okay, lantern, h-hang in there!
> can we climb the grey rock or do we need to go around it
>>
Rolled 5, 4, 2 = 11 (3d6)

>>4043028
>Move 1NE, 1E
>1AP to Aim
>1AP to Aim
>3AP to shoot at 5E 1NE (roll vs 13)

#Yarksha, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:2
!-1: Free Hands
!Mutation
>>
Rolled 6, 1, 2 = 9 (3d6)

>>4043028
>Move 22
>1Ap, 3Gear: Ready Line and Grapnel
>Boost: Grit=6, Fuel -1
>3Ap: Fling Grapnel to the rock with torches on 212.
>1Ap: Hold the Line secure.
"Get moving, lanterns. We do not want to be in the dark when that flare fades."

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 12:12 | T: 10| Gear 3:6 | Fuel 3:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
>>4043107
It looks a little too step without some good equipment and some luck. Maybe if you give it a good try or have some helping hands. You could work together.

>>4043223
That's strange, it doesn't say anywhere that you have any ability what so ever to do that kind of thing, Lantern. Are you sure you're not thinking of some other universe where the rules work differently? Do we even issue Grapnels to people these days?
>>
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>>4043244
You mean to tell me I'm carrying 6stone of gear for no reason? Command, I think we need to discuss our hazard pay.
>>
>>4043028

#Iosrvgne
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 2

Path of the Spear - [11]
!Lunge || -2 Acc for +1 Reach. ||
!Puncture || -2 Acc to strike all tiles in Reach at current facing. ||

[Grace: Dodging redirects hits.]
[Scarred: Gain +1 Rea but take additional damage.]

[GEA: 6]
Spear || +0 Acc, 1d6 Pierce, 2 Reach ||

> 2 Mov + 1 AP || Move [1]x3
> Overwatch @ 3.
>>
>>4043028
>>4043223
>-Adjust Reality
>move 22
>Boost: Grit=6, Fuel -1
>4Ap: Assist allies with Ascending the Hill
>1Ap: Understand Gear.
"Alley-oop."
>>
Rolled 1, 4, 5 = 10 (3d6)

>>4043028
>Move 2
>2 AP to prepare for the jump
>3 AP to Jump up the cliff with Peri's help

#Red, Daggers-[10]
VIT 12:12 FOC 12:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy
>>
>>4043265
"I'd just like to say, this is kinda dumb when we have a guy with a rope in our team who could probably launch it up there for us to climb."
>>
>>4043255
Surely that will be useful at some future point for some future thing. It is known.
>>
>>4043309
#Red, Daggers-[10]
VIT 12:12 FOC 12:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

>If possible I'd like to take.
[Scarred]: Extra Damage Taken
[Acrobatic+1]

Dunno if Acrobatic's too vague, I wanted something that let me parkour and preposition well.
>>
>>4043315
Entirely appropriate.
>>
Rolled 6, 6, 6 = 18 (3d6)

>>4043028
>Move 1 NE
>4! Throw rope at the man calling for help (at his feet) 4NE [+1 for added range]
>1! Tell lantern to secure the rope "Secure it for me if you could? We'll be right up!"
>Use rest of 3 Movement SPD to go up the rope?

#Un-Jin Woo, Path of the Rope-[12]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Catch Breath (Major: Gain 1d2 FOC)
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4043244
Okay, I don't think we have equipment. Except for the one person with the rope. But I really want to be up there because I really don't think I can run away from these things and I really don't want to die and being up there seems safest (unless there are flying ones? there aren't flying ones... RIGHT?). It looks easier to ascent eastwards but that is also enemy territory and I don't think they will be intimidated by my one attack every other turn. And no one else wants to go that way. And they've already butchered an entire company except one guy. And oh god I think I can hear something massive breathing we are all dead reinforcements won't come in time they're all getting butchered too oh god.

> Stow my rifle?
> Move 22
> Climb on top of Persipience and try to scale the cliff
GET ME UP THERE PLEASE
>>
Array yourselves. The fight is down here, too.

'>>4043028
>1! Move 223
>4! Block 11

#Heron, Blade-[12]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
!Bleed
!Determined
7 Gear
>>
>>4043338
There are flying ones. And burrowing ones. Slithering ones. Walking ones. Running ones. Sprinting ones.

Try not to worry about it.
Some of them feed on that.
>>
>>4043344
Theoretically and out of character if I was turned on by them would they get stronger or just get weirded out?
>>
>>4043344
gods preserve us
>>
>>4043389
//I've definitely forgotten how hashes work too, is this how you do it
>>
>>4043028
>1! Move 33
>4! Block 3

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 15/15
Gear 6
>>
>>4043028
>1! move 333
>4! block 3
>>
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With some errantry and some gallantry, we make up it up the hillside to form the first part of a defensive line. An old broken altar to some long slumbering god lies here, and a fellow Lantern who shouts a bellow as he bashes a tiny spriteling gaunt off of the hillside.

Below, a stout defensive shield wall is formed! Good work, Lanterns! Teamwork gets you through the night.

And the gaunts hit the line with fury and fangs and teeth and the line does not break... But from the further darkness, two arrows whisper to strike against shields! They might snipe us, should we be bogged down in a defensive posture!


Thank the Sun and Stars you're here; there's something vast in the dark tonight. I've lost sight of the THREE OTHERS and I fear the worst! Montosi is down there, in a huddle of light, but I am unable to get to him. The Gaunts simply will not let up.

Somewhere there is a NIGHTWHISPERER conjuring eve more into being! We need to STOP IT.


>lantern phase!
>>
The shieldwall will hold if none of the members move, so if you all stand there, you need not spend further effort blocking!
>>
Rolled 3, 6, 3, 4, 6, 4 = 26 (6d6)

>>4044035
>Move 2,2
>Step 3 into attack Gaunt (-2 Attack) at 3
>-1 Focus, attack Gaunt at 2

>>4043265
>>4043264
>>4043323
"We probably can't fit more people up here. At most only two melees can fight effectively before they can't dodge."

"I may have jumped the gun, somebody with a shield could have probably shield walled with this guy."

>>4043338
"Just a reminder that please don't stand behind me otherwise I'll probably get eaten or probably jump off a cliff."

#Red, Daggers-[10]
VIT 12:12 FOC 11/12:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy
>>
>>4044035

#Iosrvgne
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 2

Path of the Spear - [11]
!Lunge || -2 Acc for +1 Reach. ||
!Puncture || -2 Acc to strike all tiles in Reach at current facing. ||

[Grace: Dodging redirects hits.]
[Scarred: Gain +1 Rea but take additional damage.]

[GEA: 6]
Spear || +0 Acc, 1d6 Pierce, 2 Reach ||

> 2 MOV + 5 AP || Move [NW]x4, [NE]x3.
>>
Rolled 1, 2, 2, 6, 3, 1 = 15 (6d6)

>>4044055
Ohh Wait I get to attack twice so I'll just roll a second set in case.
>>
>>4044055
"My rope is stuck up there! Someone pass it! Quick!"
>>
>>4044066
"Did you not bring a spare"

>>4044035
Could you not try to use supply to pull another one out? Forgot to ask QM that question.
>>
>>4044069
>>4043265
They issue us what?
--

Gear is a composite measure of the quality of your equipment and the contents of your deeper pockets. Right now it's not used for much on the Lantern side, but it will be soon. What it is presently is a measurement of the expected performance of your gear.

The Path of Powder can load more powder to increase output with Tinker - at 6 gear, one might not want to push that further load to 7.

Weapons can be swung harder and further for +1 damage; but they'll likely snap or be blunted if you somehow swing for +7 damage.

Your gear has HP - devious nightspawn might try to destroy it or damage it, and wouldn't you know it, Gear Rating covers this too.

Gear Rating also measures, indeed, how much you carry and your sundry equipment. Torches, first aid, packs, so forth. The efficacy of your equipment there is, indeed, also, your Gear Rating. There are ways to actively get bandages, salt, torches, whetstones, rations, fresh boots and such sundry, but do not worry about it for now.
>>
>>4044035
>2! aim 5
>3! attack 5 (smash) path of mace
>>
Rolled 5, 2, 2 = 9 (3d6)

>>4044035
>>
>>4043392
"Yuli! Pass me my rope please? Its right there at your feet!"
>>
Rolled 3, 5, 3, 5, 5, 4 = 25 (6d6)

>>4044035
>2!+2spd aim
>3! Cleave 2 and 3

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 14/15
>>
Rolled 1, 6, 5, 2, 4, 4 = 22 (6d6)

>>4044035
>5!+3Foc Strike + Bleed at both ghasts 2-ward. vs 12

#Heron, Blade-[12]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
!Bleed
!Determined
7 Gear
>>
>>4044035
Yuli clutches their weapon tightly to their chest, paralyzed.
> Understand: How far away can I shoot? Can I hit allies if I try to shoot past them? does Tinker add 1 damage? I want to shoot the nightblade but I'm not sure I can.
> Notice: Is there a place to brace my weapon on this alter?

>>4044099
Hearing their name called out unfreezes them.
> Kick the rope back down?
There- There is another lantern to the north, they need relief!
>>
>>4044093
Have a care, brother. Face one, show back to five!
>>
Rolled 3, 5, 1 = 9 (3d6)

>>4044035
>1! Re-equip Rope kicked down by Yuli >>4044208 "Thanks!"
>SPD: Move 4-3-3-4
>4! Lasso to (Strangle) the Gaunt at 3 range East (Do I need to grapple first?) +1 to skill for roll vs 14
#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Catch Breath (Major: Gain 1d2 FOC)
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 1, 2, 6 = 9 (3d6)

>>4044035
>Move 34
>1Ap:[Understand 10] Did my training cover how to sneak past Gaunts and their leaders? I'm sure I remember something...
>1Ap: Aim
>3Ap:[Dagger Path 9] Overwatch Stepping Stab at Gaunt trying to go Over/Around the Shield Wall.
>-Do you want overwatches to be rolled? No rolls provided yet.

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 12:12 | T: 10| Gear 6:6 | Fuel 3:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
File: Hillside 3.png (3.67 MB, 3188x2840)
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>>4044208
As far as you can see, but at further distances penalties accrue. Things in the way impede the shot. If you Aim, you never hit your allies. If you do not . . .

--

The gaunts break upon the shieldwall, scattering like shadows. Roger turns around and shatters the grasping maws of one that tries to slink past.

Yarskha finishes reloading the musket.

--

A little light sputters out.

--

> Lantern Phase
>>
>>4044941
They have rather too many eyes and see the shadows to fall for such things readily. How do you hide in the dark when the thing you fight is the dark?
>>
Rolled 1, 5, 5, 5, 4, 4, 4, 1, 4, 4, 5, 4 = 46 (12d6)

>>4045336
>Move 4 behind Gaunt
>Attack Gaunt in my space
>Attack Gaunt 3
>Move 1

"Careful man, don't over extend"

#Red, Daggers-[10]
VIT 12:12 FOC 11/12:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy
>>
>>4045380
>#Red, Daggers-[10]
>VIT 12:12 FOC 10/12:12 T: 10
>Twins: +1 hit for every 3 margin
>-2 Ghost cut: Damage Accuracy

Whoops forgot to reduce focus
>>
Rolled 4 (1d100)

>>4045336

> Take Legacy: Ngiervos || [Grace] ... but something's different.
> Take Quality: Wracked || Gain +1 Rea.

#Vreisong
VIT: 12 || FOC: 12 || ACT: 5
REA: (7 => 8) || GRI: 4 || MOV: 2

Path of the Spear - [11]
!Lunge || -2 Acc for +1 Reach. ||
!Puncture || -2 Acc to strike all tiles in Reach at current facing. ||

[Grace: But is it actually?]
[Wracked: Gain +1 Rea but gain a Mutation.]

[GEA: 6]
Spear || +0 Acc, 1d6 Pierce, 2 Reach ||

> Deploy
>>
>>4045383
#Red, Daggers-[10]
VIT 12:12 FOC 10:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]

Faakkkk I forgot to update the sheet to give it the qualities since last post, I'm a dumbass.
>>
Red needs help and we need control of the hill and surrounding paths. Once that's done, our reinforcements won't be as threatened, and we may be able rescue a survivor. When possible, destroy corpses before Ghasts can feed on them.

Persipience, would you boost me up the hill?
>>
>>4045336
Unz want to salt.
Does Unz have salt?
>>
Rolled 2, 3, 2 = 7 (3d6)

>>4045336
>>4045871
"Certainly."
>Move and 1Ap: move 122
>1Ap: Aim Boost
>2Ap: Assist Heron up the Hill
>-Face 3
>1Ap: Aim React

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 12:12 | T: 10| Gear 6:6 | Fuel 3:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
Rolled 2, 1, 1, 6, 1, 3 = 14 (6d6)

>>4045336
>-Net focus loss 1 last turn
>3! Up the hill 121 with Pers' help
>Move into nearest Ghast
>2!+Foc Attack Ghast, vs 12

#Heron, Blade-[12]
VIT 12:12 FOC 10:12 T: 10
REA 7 GRT 4 MOV 2
!Bleed
!Determined
7 Gear
>>
Rolled 6, 1, 5 = 12 (3d6)

>>4045336
>3! Maintain strangle on Ghast & do damage +1focus to skill (14)
>2! Pull Ghast
>Use Movement to stay behind the Shieldwall of Unz & Roger

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Catch Breath (Major: Gain 1d2 FOC)
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
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Un-Jin Woo puts their feet on the ground and then pulls! The spriteling stumbles forward, fangs first into Roger's heavy shield! choking and grasp and bashed, it goes down.

On the hilllock, Red and Lostok are direly surrounded and then a comet falls from the high heavens, thrown by Persipience augmented strength!

Yuli spots a flanking party! Their claws are still red with the blood of a fellow lantern!

Something massive shifts in the dark!

--

That one; that one's going to worse than the others. Be careful. Gaunts break easy. Nightblades never do!

--

>Lantern Phase
>>
You on the ridge, get a torch on your attacker, quickly!

>>4044208
Yuli! Target north-by-northeast, range beta, circle of torches. Hostile entering light from northeast- Saints, man, ready a shot and make it count!

>>4045554
Red, nip out for that gaunt and get behind me, would you?

>>4046303
>-Net Focus gain 1
>3! Aimed, Tell survivor on the ridge to illuminate attacker
>2!+Foc Aimed, Help Yuli acquire target
>3Foc Block 3

#Heron, Blade-[12]
VIT 12:12 FOC 12-4:12 T: 10
REA 7 GRT 4 MOV 2
!Bleed
!Determined
7 Gear
>>
>>4046303
Unz go protect back.

>Move 66
>Block 6

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 14/15
>>
>>4046356
R-r-r-right!
> Understand can I still see Montosi if I take up a position at the alter?
>>
>>4046367
His flickering circle of light makes him quite easy to see. But why are the torches growing dimmer?
>>
>>4046375
>>4046356
>>4046303
I'm in position! But I onlyy have one bullet, and his torches are going out...
> move 3
> take up position at the alter
> focus and tinker for 4 more damage
> cover Montosi's back

#Yuli, Powder-11
VIT 12:12 FOC 8:12 T: 10
!Night terrors
!Religious
+4 damage next shot (tinkering)
+hit and 1/2 range penalty (bracing)
advantage? (high ground)
>>
Rolled 5, 5, 5 = 15 (3d6)

>>4046303
>Determination! Regain 1 Focus
>5!: Strangle/Restrain the Gaunt at [3-3] with Rope. Use LashĂ—2 to also the Gaunt at [3-2] & [3-4] (skill is still 13 for 2! added). Add 2 focus to skill (Skill check is [15])

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 10/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Catch Breath (Major: Gain 1d2 FOC)
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4046303
>>4046451
(I'm sorry, I got a slight question about Lash, do I need to roll 3 times for each target or will once be ok?)
>>
>>4046453
One time is fine.
>>
Rolled 2, 2, 3, 6, 5, 5 = 23 (6d6)

>>4046303
>3 AP Slide down 1
>Move to the space 4 of Sword Survivor
>1 Focus Aim
>1 Focus + 2AP Throw both daggers at the tentacle.

>>4046356
"Can't sorry, 'bout to do something stupid"

#Red, Daggers-[10]
VIT 12:12 FOC 8:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
>>4046303
#Vreisong
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 2

Path of the Spear - [11]
!Lunge || -2 Acc for +1 Reach. ||
!Puncture || -2 Acc to strike all tiles in Reach at current facing. ||

[Shadow Grace: Nearby darkness aids Reaction.]
[Wracked, Inkswarm: Gain +1 Rea but draw Shadows to you.]

[GEA: 6]
Spear || +0 Acc, 1d6 Pierce, 2 Reach ||

> 2 MOV || Move [6]x2.
> 2AP || Prepare dodge. Add +2 to Rea.
> 3AP || Overwatch [6].
>>
Rolled 3, 1, 4, 4, 5, 5 = 22 (6d6)

>>4046303
>Move 4
>1! [Notice10] for Gaunts hiding in the tree
>3!+2Fc [Daggers 10+2] Stab the Gaunt 4
>1! Aim React

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 10:12 | T: 10| Gear 6:6 | Fuel 3:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
File: Hillside 5.png (4.33 MB, 3188x2840)
4.33 MB
4.33 MB PNG
A sea of teeth and claws drag a little light to its flickering demise. A defensive posture against these reaving Gaunts do us little good, because they will flow like shadows around our defences and mob us if we are open for it.

Defend your friends. Stay together.

> Lantern Phase
>>
Rolled 5, 4, 1 = 10 (3d6)

>>4053822
Unz feel strong anxiety!

>Move 6
>5!+1spd+5foc Cleave through hexes 1 and 2 ( -2 Cleave, -2 fear, -1 for +1dmg, +8 aim = vs 15)

#Big Unz, Axe-[12]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 4/15
>>
>>4053847
Friends, kill bowgaunts! Unz protect your back!
>>
>>4053822
(Seriously. Another one-hit-kill? Okay, let's try something different then...)

> Take Legacy: Ngiervos || [Dancing Steps].
> Take Quality: Wracked || Gain +1 MOV.

#
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: (2 => 3)

Path of the Bow - [12]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked: ???]

[GEA: 6]
Bow || +0 Acc, 1d6 Pierce, Reload is Major. ||
>>
>>4053871
Ten hit kill. They all boil in on a single weak and attack it twice, swarming.
>>
>>4053822
> 3 AP Aim
> 4 AP attack 4
>>
>>4053930
>>
>>4053822
>>
>>4053947
>>4053930
>>4053956
Thank you Lantern, we've seen it. Good work so far!
>>
>>4053871
Note that you may act from the location of any fellow lantern tonight.
>>
>>4053822
"Get up here Stalwart, Lanterns fight in formation or we die in the dark!"

"Grab one of those knives if you can but get your ass over here in one piece, the other Lanterns our need help!!!"

>5AP Go prone, reach out my hand for Montosi and try to swing him up to my right.

#Red, Daggers-[10]
VIT 12:12 FOC 8:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
Rolled 2, 2, 3 = 7 (3d6)

Make hay while the sun shines.

>>4053822
>1! Move 333
>4! Attack Gaunt vs 14
>-Face 2

#Heron, Blade-[12]
VIT 12:12 FOC 8-2:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
!Bleed
!Determined
7 Gear
>>
>>4054550
1 Foc was spent on that 14.
>>
Rolled 2, 6, 3 = 11 (3d6)

>>4053976

#Vegrnois
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: (2 => 3)

Path of the Bow - [12]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked: ???]

[GEA: 6]
Bow || +0 Acc, 1d6 Pierce, Reload is Major. ||

> Deploy from Heron's hex.

> -1 MOV || Move [6]x1.
> -3 AP + (-2 AP, -2 MOV) || Aim bonus: +4 || Fire an arrow @ [3]x5, [2]x2.
>>
Rolled 5, 2, 6 = 13 (3d6)

>>4053822
>3! Kill the held gaunt via strangling/making it bash itself into a friendlies weapon/shield
>2! Aim at one of the Bow Gaunt 3-3-3-3-3

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 10/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Skill
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 6, 5, 4 = 15 (3d6)

>>4053822
>2!: Move 333 4
>Boost: -1Fuel, +2grit, brawl, dmg
>2!: [Brawl12] Grap bowgaunt 3, pin to Persipience.
>1!+?focus: Use Bowgaunt to Block 3
>-uncertain if that's [Shield] for 3! or [Brawl] for 2!.

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 10 (9/8?):12 | T: 10| Gear 6:6 | Fuel 2:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
File: Hillside 6.png (5.63 MB, 3188x2840)
5.63 MB
5.63 MB PNG
A score Gaunts fall in quick, deadly strikes. Montosi kicks a pair of blades into the air, shoulders his shield and grabs the sharp weapons in the same move before accepting Red's offered help. They scamper up the hillside together.

A many-eyed presence slithers away, it's prey lost. For now.

Persipience bolts from the shade of the tree and grabs one nightshot, actuators wooshing. It bleats in alarm as it is fair-hoisted off of its feet, and used as a shield against its more malicious peers. They do want for some spirit of camraderie, these gaunts.

--

Big Unz turns his terror into more productive violence, but one Gaunt, more cunning than the rest of its ill-begotten pack, fleetly ducks away from the massive swing and comes to its bearings again! Now it's bedecked with the regalia of a true soldier! The shadows swirl around it, denser!

--

Lostok and Heron dash forward to occupy the narrow access before the Gaunts can claim it. Shields are locked by side by side. An arrow shoots overhead, but the Nightblade on the other side is deft and bats it out of the air with its own shield.

We should remember that shields block arrows readily, and we cannot shoot past ranks and ranks of ready warriors!

--

It steps back and points its hooked blade at the pair. The Gaunts overcome their distate for our small torch-sun and boil forward! They're coming around to flank! There's a LOT of them out there in the dark! Stand fast! Stand steady! In the distance, a clatter and the woosh-warp of a red flare; reinforcements have seen our plight! They are on their way! A little more now, Lanterns!
--

>Lantern Phase
>>
>>4055887
>3AP climb hill East.
>Move East
>2AP Dodge, SE preferably.
"On me, up the hill. We'd exhaust ourselves trying to sprint it to the front then attacking so let's reposition first."

#Red, Daggers-[10]
VIT 12:12 FOC 8:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
Rolled 3, 3, 3, 6, 1, 6 = 22 (6d6)

I brave the twilight, Nightblade. Will not you?

>>4055887
>5! +2Foc Attack two Gaunts 2-ward vs 13

#Heron, Blade-[12]
VIT 12:12 FOC 7-2:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
!Bleed
!Determined
7 Gear
>>
Rolled 1, 4, 2 = 7 (3d6)

>>4055887

#Vegrnois
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 3

Path of the Bow - [12]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked, ???: You are unable to Move and invoke Dancing Steps.]

[GEA: 6]
Bow || +0 Acc, 1d6 Pierce, Reload is Major. ||

> 3 MOV || Move [4]x1, [3]x1, [4]x1.
> 3AP + (2AP) || Acc: -1 || Reload bow, then invoke Strike to fire Bow @ [4]x4
>>
Rolled 4, 2, 2 = 8 (3d6)

>>4055887
Unz not believe gaunt worth duel! Shoot him in back!

>1spd Move 1
>5! + 1spd + 1foc Strike gwyllion (-4 penalize defence x2 +4 aim)

#Big Unz, Axe-[12]
VIT 10:12 FOC 7:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 10/15
>>
Rolled 3, 1, 1, 5, 4, 6 = 20 (6d6)

>>4055887
>2! Pitch Nightshot at other Nightshot 332
>2!Aim React
>Move 61, maintain facing 3
>1!+Perceptive Mind1 [Understand] These buildings are closed up, with no light leaking out. The gaunts are going around them; not over, not through. Around. Why?

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 9:12 | T: 10| Gear 6:6 | Fuel 2:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
Rolled 3, 6, 2 = 11 (3d6)

>>4055887
>5! Rope & restrain he incoming Gaunts 3-3-4 (Lash +2 Target with 2!)
>Spd move direction 5

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 10/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Skill
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
File: Hillside 7.png (5.5 MB, 3188x2840)
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A rain of blows fall on the lantern lines, and there are those who are dragged under. A duel plays out among a shattering of wood splinters from what was once a loyal, stout shield.

Look out! They're bombarding u--

Lostok goes down, sprouting feathers from odd night-creatures the shooters source for their shafts. He is too vulnerable to protect himself now. Later, medical attention may rescue him from bleeding wounds and bed-rest may allow him to recover. It may be possible to drag him to safety.

But the Gaunts draw closer. Alternatively, leave the casualty and they will be distracted devouring him. It would buy us time, even if it wins us horror.

>Lantern phase
>>
Rolled 4, 6, 4 = 14 (3d6)

>>4060058

#Vegrnois
VIT: 12 || FOC: 12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 3

Path of the Bow - [12]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked, ???: You are unable to Move and invoke Dancing Steps.]

[GEA: 6]
Bow || +0 Acc, 1d6 Pierce, Reload is Major. ||

> 3AP + (2AP + 3MOV) || Acc: +2 || Reload bow, then invoke {Strike} to fire Bow @ [2]x2
>>
Rolled 4, 4, 4, 3, 5, 2, 4, 3, 6 = 35 (9d6)

AVAUNT!

>>4055932
Get behind me and watch my side, would you?

>>4060058
>-Net Foc loss 0 last turn
>5!+6foc Strike 1-ward three times vs 14
>Move 1
>1foc + any Foc regained by above, block arrow-ward

#Heron, Blade-[12]
VIT 8:12 FOC 7-7:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
!Bleed
!Determined
7 Gear
>>
Rolled 4, 2, 1, 1, 6, 3, 3, 4, 6, 4, 6, 1 = 41 (12d6)

>>4060058
>Move 3,3
>1 AP Move 3
>1 AP Aim +1 at 2
>3 AP Attack 2 with -1 damage +1 Threshold
>2 Focus Aim +2 at 2
>3 Focus Attack 2 with -1 damage +1 Threshold.
>1 Focus move 6
>1 Focus grab Lostok's by putting arms beneath armpits
>1 Focus move 6

>>4060315
"I'm not a Stalwart, I can't watch your back this is the best I can do for you."

#Red, Daggers-[10]
VIT 12:12 FOC 0:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
Rolled 3, 4, 3, 1, 6, 1, 4, 1, 6 = 29 (9d6)

>>4060058
>2fc+3![Daggers12] Stab Gaunts 3 & 4, one knife at each
>1fc+2! [Gear] Flint, Tinder, maybe some Lantern Fuel. Light this tree on fire.
>-uncertain if this consumes gear, or merely rolls against rating, as per >>4044088
>Move as needed to ignite foliage

#Percipience, Path of the Dagger-[+10]
VIT 12:12 | FOC 6:12 | T: 10| Gear 6:6 | Fuel 2:4
!Perceptive Mind +1
!Jinxed
!Bondsteel Arm: Brawl@2Ap. (1Ap) Ignore material handle issues. Fuel 4, Boost 2. Grit, dmg, & brawl (or as DashSys)
>>
>>4061080
>Vit 9:12
>>
Rolled 1, 4, 1 = 6 (3d6)

>>4060058
>2spd Move 1 6
>3! Strike gwyllion
>2! + 1foc Block 4

#Big Unz, Axe-[12]
VIT 6:12 FOC 6:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 10/15
>>
>>4060058
>5! Strangle out targets held in my rope+ 2! To lash at adjacent targets (Spend 3 additionnsl focus to help)
>Spd backstep move 6-6-6-6

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 7/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Skill
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 2, 1, 4 = 7 (3d6)

>>4060058
>5! Strangle out targets held in my rope+ 2! To lash at adjacent targets (Spend 3 additionnsl focus to help) skill 14
>Spd backstep move 6-6-6-6

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 7/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Skill
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4060058
Sorry for not checking back in a while. Where was I...?

Oh, reloading!
> reload
#Yuli, Powder-11
VIT 12:12 FOC 8:12 T: 10
!Night terrors
!Religious
+hit and 1/2 range penalty (bracing)
advantage? (high ground)
>>
>>4053822
It bounced? The bullet bounced?!
Oh no
>>
File: Hillside 8.png (6.14 MB, 3188x2840)
6.14 MB
6.14 MB PNG
These fresh trees are too wet to burn, and the cloying darkness prevents much of the fire taking.

And then the darkness boils forth. We lose two of our own in the quick scrap of battle. From the silent town, a hundred eyes move forward. The ones before were but an early vanguard.

But we are not the target here. These things are intent on some other goal. Quick, Lanterns! Up the hill! If we are not in their path, they will pass us by; and we may follow to find their designs.

But . . . Some are cut off. It may not be so easy. Remember that if you run right by a melee capable enemy, you risk interception. How do we rescue our friends from this horror?


and from the dark, they watch. . .

> Lantern Phase
>>
Rolled 4, 3, 2 = 9 (3d6)

>>4066780

#Vegrnois
VIT: 12 || FOC: 8/12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 3

Path of the Bow - [12]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked, ???: You are unable to Move and invoke Dancing Steps.]

[GEA: 6]
Bow || +0 Acc, 1d6 Pierce, Reload is Major. ||

> 3AP + (2AP + 3MOV + 4FOC) || Acc: +6 || Reload bow, then invoke {Strike} to fire Bow @ [5]x5
>>
>>4066819
That would be an empty spot in the ground periously close to your ally. If you want to shoot Woo, the aim would be [5]*6.

It seems unlikely you wanted to shoot the ground, Lantern. Would you like to specify?
>>
>>4061080
"Over here Persi, up the hill. You'll only throw your life away trying to stand against that tide!"

I'll help you up the hill if you're willing to book it here, Woo's probably done for unless he can full defense until the cavalry arrives. If you have another plan I'll just use my AP to stabilize and dodge.

#Red, Daggers-[10]
VIT 12:12 FOC 2:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
File: FiringSolution.png (717 KB, 738x1077)
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>>4066842
(Is the highlighted Gaunt not a valid target? Its body seemed to mostly be inside the targeted hex, so that's what I aimed for.)
>>
Rolled 4, 6, 3 = 13 (3d6)

>>4066780
>4Foc Restore VIT
>Foc Move 6
>1! Check for salt in gear
>4! Spread salt self and 3-ward if available, else stomp corpses (vs 10?)
>Move 56

#Heron, Blade-[12]
VIT 8:12 FOC 12-5:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
!Bleed
!Determined
7 Gear
>>
File: unknown.png (602 KB, 1578x1087)
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>>4066887
It's already been said multiple times the gear stat doesn't actually let you pull out items, it's just a representation of how well maintained and quality your gear is.

>>4044088
>"Gear is a composite measure of the quality of your equipment and the contents of your deeper pockets. Right now it's not used for much on the Lantern side, but it will be soon. What it is presently is a measurement of the expected performance of your gear."

>"Your gear has HP - devious nightspawn might try to destroy it or damage it, and wouldn't you know it, Gear Rating covers this too."

QM did say "Gear Rating also measures, indeed, how much you carry and your sundry equipment. Torches, first aid, packs, so forth. The efficacy of your equipment there is, indeed, also, your Gear Rating. There are ways to actively get bandages, salt, torches, whetstones, rations, fresh boots and such sundry, but do not worry about it for now."

But it seems like you need to be a Vanguard to do that which is why he says don't worry in the end.

The specializations have been released and if you want to bring out common items you can pick up the vanguard class, in the picture attached.
>>
>>4066912
Neat!
>>
>>4066872
" The gaunt 5*5 " is not quite the same as "Shoot 5*5", Lantern.
>>
>>4066912
>>4066948
>>4066887
Something along those lines. Don't worry about it. If there had been any option to use salt or torches or flint or ropes or anything along those lines, it would indeed have been made quite obvious.

What you've got right now is your hands and your skills.
>>
>>4066971
(Fair point. I'll be more specific next time.)
>>
>>4066780
Yuli steadies their breathing and their aim. An entire town massacred, two teams of lanterns ripped apart. But what is that ahead? A beam of moonlight illuminating some sort of leader? A captured lantern? A hundred lectures by a hundred Master at Arms screaming at him to take the shot. To try to claim some small victory tonight.

But he can't help himself from glancing down to the dying lanterns below.
> I might be able to convert my gun into a shotgun by tinkering and adding +1 bullet every time, but even if that doesn't make my gun explode it'll only kill one pack at best and Woo would get killed by the other one.
> Woo might be able to rope and grab me then pull himself up if I anchor myself but I think he is too far away and even then he'll probably get grabbed by the gaunts as he tried to do it.
> I don't think e can kill them all, so the only solution would be to disable them and the only way I can think of doing that is...

> Understand : Is it possible to convert my bullet into a flare with a little tinkering?
>>
>>4067088
A little bit of work. It already spews rather bright light when you fire it. You can tinker in some Light.
>>
>>4067130
and so enhance the muzzle flash? I don't understand this answer. I was hoping for more of a flare gun than a flash bang but maybe that works too.
>>
Rolled 3, 3, 3 = 9 (3d6)

>>4066780
Unz must make tactical retreat.

>3! Strike gwyllion
>2spd + 2! Move 1 222
>3foc Block 5

#Big Unz, Axe-[12]
VIT 6:12 FOC 5:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps
Shield 10/15
>>
>>4067184
Best we've got. It'll be really loud and really bright. Specialised explosive flares requires alchemineer training, but a few pinches of flash powder gets you light.
>>
Rolled 5, 5, 2 = 12 (3d6)

>>4067088

#Yuli, Powder-11
VIT 12:12 FOC 0:12 T: 10
!Night terrors
!Religious
+hit and 1/2 range penalty (bracing)
advantage? (high ground)
bonus 3 damage, bonus 3 accuracy (tinkering)

> 1 pray this works
> 4 tinker for light and sound
> 5 aim (for that big, glowing red eye)
> 3 Fire 11+3+5-6=13

>>4067409
A generous helping down the barrel, then, and half a vial spilt on the alter in hopes the pressure wave will set it off. Yuli tries desperately not to think about the entirely non-standard amount of propellant he'd already shoved down the barrel (please don't blow up on me).
>>
File: Strange Lives.png (607 KB, 1215x1169)
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>>4066912
Preferably Lantern, it would be wise not to share the strange sort of thing one finds in the more strange communication channels.

They may not always be as record-complete as they may appear...
>>
>>4066780
>1! Step back direction 5
>Run Spd: 6-1-1-1
>4! Keep running & use all focus to keep going!: 1-1-2-1
>Use all focus! Push through the pain of running!!!: 2-2-2-2-2
>(Note: 7 focus was left, use all of it if necessary. Don't know if determination activated for +2 focus either since I probably can't have it just yet.)

#Un-Jin Woo, Path of the Rope-[13]
VIT 12/12 FOC 0/12 T:10
REA 7 GRT 4 SPD 4 ACT 5!
!Skill
!Determined (+1 FOC Upon downing hostile)
==
[Ash Winds]-12
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-13
-Minus 1: Lash = +1 Target
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
>>4066780
>>4067808
https://m.youtube.com/watch?v=oAFKwoWaocI

"Secret Technique: Abscond!"
>>
File: Hillside 9.png (6.08 MB, 3188x2840)
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A whispered prayer in the right place at the right time to the wrong pantheon can be all the difference you need.

A small star is released, to throw our shadows into sharp relief
>>
>>4066780
>5! Stabilize Lostok

#Red, Daggers-[10]
VIT 12:12 FOC 3:12 T: 10
Twins: +1 hit for every 3 margin
-2 Ghost cut: Damage Accuracy

[Scarred]: Extra Damage Taken
[Acrobatic+1]
>>
File: Hillside 10.png (5.85 MB, 2550x2272)
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Morning arrives, several hours early
>>
File: Hillside 11.png (6.22 MB, 3188x2840)
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In the bright after-image burn of what we just saw, the Gaunts have fled or been blown back to the shadows. There is a peace, of a kind. Enough time now to bury the dead and care for the fallen.

If we were not so sorely stretched by lack of man or material, perhaps we fewer would have joined the night. But. That some made it through at all is a glorious thing.

>Turns active: 10
>Shadows Slain: 30+
>Lanterns Lost: 5
>Lanterns Rescued: 2/5

Surviving Lanterns gain 12 Xp and 20 Bits.
>>
>>4068646
"Dibs on that one dude's rifle!"

>Go steal Yarksha's rifle plus shot, two swords and a bow with quivers.
>>
>>4068655
>Also as many daggers as I can find.
>>
{Lostok}
I hope the Eye follows that Ghoul wherever it roams. I hope it remains blind for all it days. My friend are strewn like dolls around this small village, and of our reinforcements there's hardly any sight.

I think we may be on our own here. The bright-flare must have punched a small vacuity in the horde, and our position on the hill meant they flowed around us. There may yet be survivors in the woods. I hope. Someone get this arrow out of my leg.

You there, if you don't mind the grim work, take what supplies you can from the fallen. And then send them to their final rest.


Now that you are not so dead after all, you may take the time to adjust your Gear and assign yourself a Journey. A Journey is like a Path, except you may rarely change it and the benefits are much more weighed towards a certain methodology.
>>
>>4068658
>>4068655
Alas, carrying that amount of gear, equipment and sundry would place you at the mercy of your haunches and the indignity of strained leg muscles and a very sore back. It simply isn't possible to carry that much equipment without clanking yourself to pieces, friend.

If you wish to use a different Path, you may always equip the tools for it in camp.
>>
>>4068661
"Well voice in my head, the path I want to take involves trying new things. Specifically sword and dagger but I also want to test out the rifle."

"Also since I've already figured out the path specialization I want, which ISN'T vanguard, I wanted to see if I could carry extra daggers."

"Honestly I just wasn't sure how much shit the quarter master would let me take and this seemed like a good chance to get some equipment, probably just go two melee(sword/dagger and dagger) and a ranged if it was possible."
>>
>>4068689
It's not the quartermaster, it's your spine you must contend with. A uniform, a gun, full shotload, four daggers, two swords, one bow, the quivers, canten, rope, food, torches, boots, cloak, hat. 70 lb of gear, friend. Hoof it and your soles will eat your soul.
>>
>>4068646
>>4068661
Experience allows you to upgrade your skills, learning new capabilities. Either pay = new path rank to rank up your path or pay 11 to learn a Quality such as Acrobatic, Keen Eyed, Quick, Athletic or other such marker of your special soul. Then a +2 skill is 12, a +3 is 13 and so on.

You learn a new non-AP stat by paying 10 + new rank (so 13 for Speed 3).
>>
>>4068804
>Take up the Alchemineer Journey
>Learn Path of Powder, Steal Yarksha's rifle, realize it's probably cursed along with the two spears and contemplate keeping it.
>>
>>4068661

> Start on the Stalwart Journey.
> Gain [Both hands].
> Gain [Belt Lantern].
> Gain +1 Trick.
> Advance Path of the Bow to 13.
> Bank Xp.

#Vegrnois
VIT: 12 || FOC: 8/12 || ACT: 5
REA: 8 || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [(12 => 13)]
!Cripple || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Wracked, ???: You are unable to Move and invoke Dancing Steps.]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||
>>
File deleted.
>>4068865
Ah, grand. Someone who knows how to fight. Perhaps there will be some cunning way for you to stay alive?

Bow-13:
*Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.
>>
>>4068865
[Filament Faultlines]

Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences.
>>
>>4068865
Ah, grand. Someone who knows how to fight. Perhaps there will be some cunning way for you to stay alive? There may be some tricks even you don't know!

Bow-13:
*Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets
>>
File: Dow And Out In The Green.png (5.78 MB, 4064x3624)
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{Montosi}
Gather your equipment, soothe your selves and find a few moments of respite. Proper rites will take some time, but there are things that must be done.

This Horde and the curious shapes slithering in the dark are an ill sign. The rapacity of these particular Gaunts is fierce. They seldom depopulate entire hamlets, or come this close to a patrol route. We should ensure that the lost and the forgotten of this place too have their proper rites. That figure that moved with the Gaunts seemed a human, but that cannot be. Their eyes were too cold. It had a vanadian badge, which is a curio.

We should travel to Kalcmir and report our trouble to the chapel there. They will know what to do further. Lately even the crowmaster's reach has been reduced. The old networks are not as reliable as they used to be. But they will do.

The path we must take winds through the Greenspan. Keep your weapons close. Rumour has it the fetid spores of this endless forest can addle the mind. Some say that there are Pytherii legions, a thousand men, marching in endless drills in these forests. Lumberyard staffed by Reborn to feed the maws of industry. A Vanadian Scientific Base; the Glass Tower. It's said they send things into the sky there.

I'm telling you all of this so you can know that it is primary false rumour and following that, fire-side stories. The Greenspan is the lingering after-effect of a mistake. No more. No less. Once we get to the coast, we should be travelling faster, along the old Arasthon trade-route. It is in disrepair these days, but would suffice.
>>
>>4068897

> Gain [Windsoul].
> Gain [Step Into It].

#Vegrnois, Stalwart
VIT: 12 || FOC: 12 || ACT: (5 => 8)
REA: (8 => 0) || GRI: 4 || MOV: 3
Xp: 12

Path of the Bow - [13]
!Cripple || -1 Acc || Damage target's MOV. ||

[Dancing Steps: Leftover MOV is converted to Aim.]
[Windsoul: Treat arrows as "hands", using your bow to interact with the environment, people, distant targets.]
[Step Into It: Give up your REA for +3 AP.]
[Wracked, Filament Faultlines: Small crystalline fault-lines of frozen probability draws nearby critical failures towards you as well, entrapping you in their horrid consequences..]

[GEA: 6]
Two-handed Bow || [Both Hands]: Passively reduces the cost of Path skills by 1, to a minimum of 1. Spend a Minor to shift grip from one-handed to two-handed, gaining +1 crit and dmg.|| +0 Acc, 1d6 Pierce, Reload is Major. ||
Belt Lantern || [Belt Lantern]: Produces 1 AOE Light. Also acts as a source for fire. ||
>>
>>4068913
Red make his way back to the group having nicked a rifle and some medical supplies.

"I call bullshit, there's definitely gonna be at least two of those things appearing. Probably even things people don't talk about, hell there's probably gonna be cultists or something in the Greenspan waiting to ambush travelers."
>>
>>4068946
couriers and caravans have been going missing of late. The thousand tiny towns that have sprung up in this settlers paradise make a feast for the brigand.

There may be some.
If so, we should do our utmost to ensure they are introduced to the local Magistrate. Keeping in mind the standing bounty on brigands; I could use a new pair of boots
>>
>>4068661
Many friends lost. Unz is sad.

>Be Stalwart
>Learn [Forward!]

#Big Unz, Axe-[13]
VIT 12:12 FOC 12:12 T: 10
! -2: Cleave - + 1 tile struck
!Dancing Steps - spd to +hit
!Forward! - attack upon contact at -2
Shield 15/15
Belt Lantern
Gear 6
Bits 20
Xp 12
>>
I walk another day beneath Aquila.

>>4068661
>Stalwart's Journey
>11xp, Shield Advance Shield to 11
>Learn With Me!

#Heron, Stalwart Blade-[13]
VIT 12:12 FOC 12:12 T: 10
REA 7 GRT 4 MOV 2
[Night Terrors]
[Both Hands] [Belt Lantern]
!With Me!
!Bleed
!Determined
7 Gear, 1xp
>>
>>4068897
>Legacy from Un-Jin Woo (3rd time) take Path of the Rope-13, Spd 4 & Determined
>Be WRACKED for +1 SPD (SPD 5 max achieved?)
>Become Stalwart (+1 Pathskill & trick)

#Un-Jin Woo, Path of the Rope-[14]
VIT 12/12 FOC 12/12 T:10
REA 7 GRT 4 SPD 5 ACT 5!
!On the line (+1 per ally in 1 AoE)
!Determined (+1 FOC Upon downing hostile)
==
Wracked-?
Understand-10
Brawl-10
Notice-10
Shield-10
Path of the Rope-14
-Minus 1: Lash = +1 Target
-Both hands (1!= (1/turn) +1crt/dmg pathskill cost -1)
-Belt Lantern (1 AoE light (fire))
-(12 exp & 20 bits)
==
Hand 1; -Rope: Range 3 (+1 for 1!), 1D6 Stun
>>
Rolled 38, 56, 52 = 146 (3d100)

>>4070062
Stay a while and listen...
>>
>Legacy from Yarksha: 8 Reaction
>Channelled to upgrade speed to 3
>Pick Thaumatheurge
>Join the company

#Alora, Powder-11
VIT 12/12 |Focus 12/12| Target: 10
Reaction: 8 (7+1)| Grit: 4| Speed:2
!-1: Free Hands
!Channelled

-Thaumatheurge: Link(1!), Tug(3!), Weave(3!, -2). Iconotheurgy +12.
>>
>>4070062

Twisted Internal Structure
-1 to hit per tile moved, but you're immune to critical hits as your organs aren't in the right place.

-1 React
+1 Grit
Perceptual Flaws
-2 Target on any inquiries

Rope-13:
*Snap. -2, deal 2d6 Pain. +1d6 against Lashed targets.

>>4069611
Blade-13:
*Lunge, -2, move forward 1, double any penetrating damage.

>>4069390
Axe-13:
*Breaker, -2, triple damage against objects.
>>
If no other pressing business finds you taken, now would be the time to finish finding one-self. There are things to do, friends.
>>
>>>4072536
Perhaps something down the way?



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