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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8278003" data-attributes="member: 6696971"><p><strong>GAMESTATE 2</strong></p><p></p><p>Alright, Necro acting.</p><p></p><p>The situation is still enormously dangerous. Tier 2 Threats (a Master and a Skilled to boot) vs Tier 0 Company is very bad for Position = Desperate Position.</p><p></p><p>The Scale advantage helps the PCs for Effect generally, but not against the Necro's move here (which has Scale). Potency + Scale = Limited Effect for PC actions against it.</p><p></p><p>The Necro calls forth a necromantic miasma that steals the life of the PCs and revitalizes the fallen Flesh Golems.</p><p></p><p>Again, Master Threat so the Miasma Spell is an action with the 4 Tick "Revive Flesh Golems (turning them into mooks" w/ 3 Ticks already filled being an auto complication (which a Master NPC gets). The effect of the Miasma is 3 Harm individually and 1 Doom for the group every moment you're in it. Its sequestered to that 1/4 of the room where the PCs and the (now destroyed) Flesh Golems are, so they can get out.</p><p></p><p>So the question to the PCs is:</p><p></p><p>1) Does anyone want to resist the Flesh Golem 3 Ticks (so the "Revive Flesh Golems" Clock is at 0/4). The Wizard can't resist it because he's already in a bad spot with Stress. The Fighter can spend Special Armor to do so, but declines. ArcDuel also declines. Their thought is that the Wizard can just obliterate them with Thunderwave again should they be reanimated, so they leave that be.</p><p></p><p>2) How are each of you guys dealing with this Miasma? This isn't an auto Complication from Master so they can try to avoid this.</p><p></p><p>a) The Fighter shouts "move your asses" and uses her Battle Captain ability to Lead a Group Skirmish check out of the Miasma and right into the onrushing Butcher to try to get out of the AoE and prevent the Butcher from getting in the Miasma (maybe it will heal the Butcher?).</p><p></p><p>Fighter takes +1d for 3d6. ArcDuel has 1d6. Wizard has no dots in Skirmish so worst of 2d6.</p><p></p><p>Desperate/Limited - Fighter gets a 6, ArcDuel gets a 4, Wizard gets a 3. 1 Stress to Fighter. Its Limited Effect though, so something has to happen. 1 Harm for each character as the Miasma grazed them and drew their life from them (Exhausted Legs - so any sort of running/mobility move with the legs will have reduced effect) + 1 Doom for the group. The Fighter and the Wizard rush out of the Miasma with its wisps licking at their forms, drawing their life. The Wizard moves along the wall to stay the hell away from the Butcher.</p><p></p><p>The Arc/Duel is the only one that wants to resist because mobility loss is particularly bad for this PC. 2d6 Spirit = 5 total so resisted and 1 Stress. The Arc/Duel sprints to the table and uses it to catapult himself out of the Miasma, into a forward flip, and a full rush toward the Necro (like a proper obnoxious gish elf).</p><p></p><p>3) Now its the Butcher's turn. No Wizard, you don't get to stay away. Now that you're out of the Miasma, your squishiness is right in the line of fire. The behemoth pivots from its rush at the Fighter and swings his massive bony spiked club at the Wizard. Again, Desperate/Limited to deal with this. This is a potentially lethal blow for the Wizard. Unsurprisingly, the Fighter intercedes with Protect.</p><p></p><p>The other thing I forgot to mention in this hack is that you can (as a default) Resist a Complication with both a Resistance Roll and a Special Armor if you have Overlap. Thereby allowing you to take Harm 4 to 0 if you have the overlapped Special Armor on the Complication.</p><p></p><p>The Fighter does. Special Armor for Armor ticked (1 left for Heavy Armor and 1 for Shield if it comes out) and Resists Body w/ +1D for Protect. 4d6 Body = 6 so no Stress. However, Forceful Tag and Messy are both still there. So the Fighter intercedes but is smashed against the wall and knocked off of her feet. The blow of the weapon tears through her armor and eats the other Special Armor box for Heavy (Messy tag). The Miasma is spreading slowly and she's right on the precipice and briefly taken out of the fight.</p><p></p><p>4) The ArcDuel needs to get to the Necro fast. He shouts to the Wizard (X-Men mid combat style) "how is the necromancer producing the miasma?" Leads an Illuminate between he and the Wizard for the answer. 1d6 ArcDuel and 2d6 Wizard. 4 ArcDuel and 5 Wizard. No Stress. Something interesting and its on you to make it useful (on a 6, I would have given him useful as well and increased Position on the attack given the insight).</p><p></p><p>It has no weapons. It has no rod/staff/wand/orb/tome to channel with. All it has is its "skin-suit" and the tiara with the embedded obsidian stone that its wearing over its flesh mask.</p><p></p><p>ArcDuel sprints to the vat, leaps atop it and attacks. Says he wants to get the tiara off its head with a bladespell, but he needs help getting Great Effect for Arcane Bladework. The situation is just as dangerous with the Butcher lurking right nearby, but the actual exchange in melee with the Necro shouldn't provide it its Tier benefit because it is entirely out of its depth, unarmed against a world class swordsman. So Desperate/Standard.</p><p></p><p>However...what if the Wizard acts first and blasts The Butcher out of range of the ArcDuel w/ Thunderwave? So this is a touchy situation, because the Fighter is right there so it should be in the AoE (yes, friendly fire is going to be a thing with all AoE...its already dumb powerful). So we go with this:</p><p></p><p>* Fortune Roll to see if Fighter is in it. 1-3 and in it and full effect, 4/5 and in it but half effect (which could be good w/ Forceful), 6 and the Fighter is out of it. 5. Fighter is in it, but half effect (only 2 Harm) and Forceful tag (which will push her away from the Miasma and toward the Necro).</p><p></p><p>* Fighter spends that Spirit Special Armor from Fortify to shut down the Spell Effect damage so its just Forceful tag.</p><p></p><p>* Desperate/Great for Thunderwave. The Wizard needs a 6 here so decides to Push, putting the Wizard close to Stressing out; 6/9. The Wizard gets a 6. 4/8 to the Butcher's Clock as he's blasted backwards by the thunderclap, well out of range of the Wizard and out of range of the ArcDuel. So the ArcDuel's Position is now Risky and Effect is Standard.</p><p></p><p>* However, Desperate Volatile Complication from Thunderwave before we can resolve the ArcDuel's action. The explosive power of Thunderwave smashes two support beams and the ceiling begins to cave in. 2 complications. (a) I start a "Ceiling Caved In" 4 Clock and tick it 2 (2/4) and (b) stone slabs from the ceiling falls right into the Wizard causing Harm 1 (ribs bruised) + Forceful tag, pinning them to the wall. The Wizard is stuck and will have to extricate themselves (or someone else will). The Golems are being revitalized and the Miasma is creeping ever closer to the Wizard. The Wizard can't risk trying to Resist here and Stressing Out.</p><p></p><p>* ArcDuel is now at Risky/Standard. The ArcDuel trades Position for Effect and just goes full bore, abandoning all defenses. So Desperate/Great + Arcane Bladework + Push (5/9 Stress now) + using Telekinetic Hand's Forceful to get the tiara off the head of the Necro.</p><p></p><p>Gets a 5. Complication is Reduced Effect so 2 less Clock Ticks + large stone to the body from cave-in for Harm 1 (Battered) because we're now at Desperate. Resists the Reduced Effect Complication with 3d6 for Body. Gets a 5 so 1 Stress. 4 Ticks + 1 for Telekinetic Hand = 5/6 on Necro and the tiara comes off.</p><p></p><p>The dehydrated skin suit shreds as the saber tears into the Necro. The tiara goes flying off the head of the Necro. The miasma dissipates entirely and the reanimating golems fall to the ground and remain there (Clock stopped unless the Necro can get the tiara back and reactivate it).</p><p></p><ul> <li data-xf-list-type="ul">Butcher 4/8 in the corner with the Fighter who is on the ground.</li> <li data-xf-list-type="ul">Necro at 5/6 w/ tiara off head and flung wide. Miasma and Reanimate Golems stopped.</li> <li data-xf-list-type="ul">Wizard trapped by stone, Harm 1 * 2. 6/9 Stress.</li> <li data-xf-list-type="ul">Fighter Harm 1, no Special Armor for Armor (except shield...which isn't out), Spirit Special Armor gone, 3/9 Stress.</li> <li data-xf-list-type="ul">Arc/Duel Harm 1, 6/9 Stress.</li> <li data-xf-list-type="ul">1 Doom</li> <li data-xf-list-type="ul">2/4 "CAVE IN" Clock</li> <li data-xf-list-type="ul">Several xp for Desperate Action Rolls.</li> </ul></blockquote><p></p>
[QUOTE="Manbearcat, post: 8278003, member: 6696971"] [B]GAMESTATE 2[/B] Alright, Necro acting. The situation is still enormously dangerous. Tier 2 Threats (a Master and a Skilled to boot) vs Tier 0 Company is very bad for Position = Desperate Position. The Scale advantage helps the PCs for Effect generally, but not against the Necro's move here (which has Scale). Potency + Scale = Limited Effect for PC actions against it. The Necro calls forth a necromantic miasma that steals the life of the PCs and revitalizes the fallen Flesh Golems. Again, Master Threat so the Miasma Spell is an action with the 4 Tick "Revive Flesh Golems (turning them into mooks" w/ 3 Ticks already filled being an auto complication (which a Master NPC gets). The effect of the Miasma is 3 Harm individually and 1 Doom for the group every moment you're in it. Its sequestered to that 1/4 of the room where the PCs and the (now destroyed) Flesh Golems are, so they can get out. So the question to the PCs is: 1) Does anyone want to resist the Flesh Golem 3 Ticks (so the "Revive Flesh Golems" Clock is at 0/4). The Wizard can't resist it because he's already in a bad spot with Stress. The Fighter can spend Special Armor to do so, but declines. ArcDuel also declines. Their thought is that the Wizard can just obliterate them with Thunderwave again should they be reanimated, so they leave that be. 2) How are each of you guys dealing with this Miasma? This isn't an auto Complication from Master so they can try to avoid this. a) The Fighter shouts "move your asses" and uses her Battle Captain ability to Lead a Group Skirmish check out of the Miasma and right into the onrushing Butcher to try to get out of the AoE and prevent the Butcher from getting in the Miasma (maybe it will heal the Butcher?). Fighter takes +1d for 3d6. ArcDuel has 1d6. Wizard has no dots in Skirmish so worst of 2d6. Desperate/Limited - Fighter gets a 6, ArcDuel gets a 4, Wizard gets a 3. 1 Stress to Fighter. Its Limited Effect though, so something has to happen. 1 Harm for each character as the Miasma grazed them and drew their life from them (Exhausted Legs - so any sort of running/mobility move with the legs will have reduced effect) + 1 Doom for the group. The Fighter and the Wizard rush out of the Miasma with its wisps licking at their forms, drawing their life. The Wizard moves along the wall to stay the hell away from the Butcher. The Arc/Duel is the only one that wants to resist because mobility loss is particularly bad for this PC. 2d6 Spirit = 5 total so resisted and 1 Stress. The Arc/Duel sprints to the table and uses it to catapult himself out of the Miasma, into a forward flip, and a full rush toward the Necro (like a proper obnoxious gish elf). 3) Now its the Butcher's turn. No Wizard, you don't get to stay away. Now that you're out of the Miasma, your squishiness is right in the line of fire. The behemoth pivots from its rush at the Fighter and swings his massive bony spiked club at the Wizard. Again, Desperate/Limited to deal with this. This is a potentially lethal blow for the Wizard. Unsurprisingly, the Fighter intercedes with Protect. The other thing I forgot to mention in this hack is that you can (as a default) Resist a Complication with both a Resistance Roll and a Special Armor if you have Overlap. Thereby allowing you to take Harm 4 to 0 if you have the overlapped Special Armor on the Complication. The Fighter does. Special Armor for Armor ticked (1 left for Heavy Armor and 1 for Shield if it comes out) and Resists Body w/ +1D for Protect. 4d6 Body = 6 so no Stress. However, Forceful Tag and Messy are both still there. So the Fighter intercedes but is smashed against the wall and knocked off of her feet. The blow of the weapon tears through her armor and eats the other Special Armor box for Heavy (Messy tag). The Miasma is spreading slowly and she's right on the precipice and briefly taken out of the fight. 4) The ArcDuel needs to get to the Necro fast. He shouts to the Wizard (X-Men mid combat style) "how is the necromancer producing the miasma?" Leads an Illuminate between he and the Wizard for the answer. 1d6 ArcDuel and 2d6 Wizard. 4 ArcDuel and 5 Wizard. No Stress. Something interesting and its on you to make it useful (on a 6, I would have given him useful as well and increased Position on the attack given the insight). It has no weapons. It has no rod/staff/wand/orb/tome to channel with. All it has is its "skin-suit" and the tiara with the embedded obsidian stone that its wearing over its flesh mask. ArcDuel sprints to the vat, leaps atop it and attacks. Says he wants to get the tiara off its head with a bladespell, but he needs help getting Great Effect for Arcane Bladework. The situation is just as dangerous with the Butcher lurking right nearby, but the actual exchange in melee with the Necro shouldn't provide it its Tier benefit because it is entirely out of its depth, unarmed against a world class swordsman. So Desperate/Standard. However...what if the Wizard acts first and blasts The Butcher out of range of the ArcDuel w/ Thunderwave? So this is a touchy situation, because the Fighter is right there so it should be in the AoE (yes, friendly fire is going to be a thing with all AoE...its already dumb powerful). So we go with this: * Fortune Roll to see if Fighter is in it. 1-3 and in it and full effect, 4/5 and in it but half effect (which could be good w/ Forceful), 6 and the Fighter is out of it. 5. Fighter is in it, but half effect (only 2 Harm) and Forceful tag (which will push her away from the Miasma and toward the Necro). * Fighter spends that Spirit Special Armor from Fortify to shut down the Spell Effect damage so its just Forceful tag. * Desperate/Great for Thunderwave. The Wizard needs a 6 here so decides to Push, putting the Wizard close to Stressing out; 6/9. The Wizard gets a 6. 4/8 to the Butcher's Clock as he's blasted backwards by the thunderclap, well out of range of the Wizard and out of range of the ArcDuel. So the ArcDuel's Position is now Risky and Effect is Standard. * However, Desperate Volatile Complication from Thunderwave before we can resolve the ArcDuel's action. The explosive power of Thunderwave smashes two support beams and the ceiling begins to cave in. 2 complications. (a) I start a "Ceiling Caved In" 4 Clock and tick it 2 (2/4) and (b) stone slabs from the ceiling falls right into the Wizard causing Harm 1 (ribs bruised) + Forceful tag, pinning them to the wall. The Wizard is stuck and will have to extricate themselves (or someone else will). The Golems are being revitalized and the Miasma is creeping ever closer to the Wizard. The Wizard can't risk trying to Resist here and Stressing Out. * ArcDuel is now at Risky/Standard. The ArcDuel trades Position for Effect and just goes full bore, abandoning all defenses. So Desperate/Great + Arcane Bladework + Push (5/9 Stress now) + using Telekinetic Hand's Forceful to get the tiara off the head of the Necro. Gets a 5. Complication is Reduced Effect so 2 less Clock Ticks + large stone to the body from cave-in for Harm 1 (Battered) because we're now at Desperate. Resists the Reduced Effect Complication with 3d6 for Body. Gets a 5 so 1 Stress. 4 Ticks + 1 for Telekinetic Hand = 5/6 on Necro and the tiara comes off. The dehydrated skin suit shreds as the saber tears into the Necro. The tiara goes flying off the head of the Necro. The miasma dissipates entirely and the reanimating golems fall to the ground and remain there (Clock stopped unless the Necro can get the tiara back and reactivate it). [LIST] [*]Butcher 4/8 in the corner with the Fighter who is on the ground. [*]Necro at 5/6 w/ tiara off head and flung wide. Miasma and Reanimate Golems stopped. [*]Wizard trapped by stone, Harm 1 * 2. 6/9 Stress. [*]Fighter Harm 1, no Special Armor for Armor (except shield...which isn't out), Spirit Special Armor gone, 3/9 Stress. [*]Arc/Duel Harm 1, 6/9 Stress. [*]1 Doom [*]2/4 "CAVE IN" Clock [*]Several xp for Desperate Action Rolls. [/LIST] [/QUOTE]
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