Random Word
Three Thousand Club
Renna & Morrolan:
Lualhati's jaw clenches and he considers for a moment, "I can redouble our search, but I'm certain my people would be more motivated if you can promise my son's safety should he be found."
Rizal scoffs, "These Chosen risked their lives to save us, and still you play games with them? You would ask they swear to prevent us from honouring our agreement and thus sparing who knows how many lives?"
Lualhati ignores her, his gaze alternating between Renna and Morrolan, having judged the former to be in command and the latter most sympathetic.
Atusa:
Atusa shrugs off the Intimidation attempt. No initiative damage. Sirocco loses 1i and pays a WP to negate the penalty.
Ragalabash: 12i -> 17i
Sirocco: 8i -> 4i
Atusa: 8i
Ragalabash pays 10m1wp for Principle of Motion to attack Atusa twice. Sirocco Defends Other to intercept. 7 hits beats Sirocco's Parry of 4, but with only 3 net hits he will not opt to try to strike Atusa. That hits Sirocco for 18 - 8 = 10 damage, and Ragalabash will use Banish the Offender to trade 8 of those to knock Sirocco back two range bands. Deals 4 damage on two dice, not bad.
Sirocco is now out of range for Defend Other, so the second attack will target Atusa with 16 dice, damage 15, buying 4 successes for 8m and also activating Banish the Offender for 5m. Declare your defenses.
Your iron resolve shatters the chains that would bind you, and seeing your continued defiance the statue moves to subdue you with a speed and ferocity that should be impossible for a hunk of stone its size, twisting its torso and lashing out with a wide arcing swing of its left hand. Sirocco intercepts and for her trouble is sent flying into the wall of the vault, dematerializing just before impact. The shockwave from the blow is enough to extinguish the tiny light flickering above your shoulder, and the statue follows up immediately with a straight right jab driving towards you with earthshaking force, its ruby eyes glowing brilliantly in the darkness that swallows the chamber.
Moswen watches with wide-eyed white-knuckled terror from her perch beside the doorway behind you, motioning for Hasani to descend immediately.
Lualhati's jaw clenches and he considers for a moment, "I can redouble our search, but I'm certain my people would be more motivated if you can promise my son's safety should he be found."
Rizal scoffs, "These Chosen risked their lives to save us, and still you play games with them? You would ask they swear to prevent us from honouring our agreement and thus sparing who knows how many lives?"
Lualhati ignores her, his gaze alternating between Renna and Morrolan, having judged the former to be in command and the latter most sympathetic.
Atusa:
Essence: 4; Willpower: 4/6; Join Battle: 9 dice Health Levels: -0x4/-1x4/-2x2/-4x2/Incap.
Personal Motes: 44/90
Actions: Appear Inanimate: 10 dice; Knowledge of Ea-Abzean Law: 10 dice; Ministry of Law Bureaucracy: 7 dice; Command: 6 dice; Feats of Strength: 14 dice (may attempt Strength 8 feats); Threaten: 7 dice
Appearance 3, Resolve 5 (see Automaton), Guile 4
Combat
Attack (Slashing sword): 14 dice (Damage 18, minimum 2)
Attack (Unarmed): 16 dice (Damage 15)
Attack (Grapple): 10 dice (14 dice to control)
Combat Movement: 6 dice
Evasion 1, Parry 4
Soak/Hardness: 14/7
Special Attacks
Colossus Strike: The automaton may make a powerful but slow-moving blow, devastating enemies but leaving itself vulnerable to attack. It may double 9s on a decisive attack, but takes a -2 penalty to Defense until its next turn.
Criminal Cowing Mien (Reflexive, 10m, 1wp): Upon rolling Join Battle, the Intransigent Pillar of Law may make an intimidate roll against all criminals present, penalizing their Resolve by the severity of their crimes. (-4 Defining infraction down to -2 for a Minor). If it succeeds, it strips initiative equal to the net successes (which is not awarded to Ragalabash), and they suffer a -2 penalty to all attempts to resist arrest unless they pay 1 wp to resist.
By Law Empowered: When enforcing the law, the Intransigent Pillar of Law may buy successes for 2m each, up to a limit based on the severity of the law it is enforcing. (4 successes for a Defining infraction down to 2 for a Minor)
Banish the Offender (Supplemental, Dual, 5m): The Intransigent Pillar of Law may trade points of damage for up to 3 range bands of knockback. For withering attacks, this trade is made at a 4:1 ratio, and can only be used if the damage is at least twice the victim's Stamina. For decisive attacks, this trade is made at 2:1 ratio. If the victim would strike a solid surface they take damage as if from falling.
Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Intransigent Pillar of Law moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.
Merits
Automaton: Automatons are immune to poison and disease, and have no need to eat, drink, breathe, or sleep. As a general rule, they treat all social influence as unacceptable, unless following the orders of their master or faced with magic such as the Dawn Caste anima power. Automaton battle groups have perfect morale. Independent sapient automata, such as the statue of Tahaki Shant, are exceptions, but usually remain immune to fear.
Personal Motes: 44/90
Actions: Appear Inanimate: 10 dice; Knowledge of Ea-Abzean Law: 10 dice; Ministry of Law Bureaucracy: 7 dice; Command: 6 dice; Feats of Strength: 14 dice (may attempt Strength 8 feats); Threaten: 7 dice
Appearance 3, Resolve 5 (see Automaton), Guile 4
Combat
Attack (Slashing sword): 14 dice (Damage 18, minimum 2)
Attack (Unarmed): 16 dice (Damage 15)
Attack (Grapple): 10 dice (14 dice to control)
Combat Movement: 6 dice
Evasion 1, Parry 4
Soak/Hardness: 14/7
Special Attacks
Colossus Strike: The automaton may make a powerful but slow-moving blow, devastating enemies but leaving itself vulnerable to attack. It may double 9s on a decisive attack, but takes a -2 penalty to Defense until its next turn.
Criminal Cowing Mien (Reflexive, 10m, 1wp): Upon rolling Join Battle, the Intransigent Pillar of Law may make an intimidate roll against all criminals present, penalizing their Resolve by the severity of their crimes. (-4 Defining infraction down to -2 for a Minor). If it succeeds, it strips initiative equal to the net successes (which is not awarded to Ragalabash), and they suffer a -2 penalty to all attempts to resist arrest unless they pay 1 wp to resist.
By Law Empowered: When enforcing the law, the Intransigent Pillar of Law may buy successes for 2m each, up to a limit based on the severity of the law it is enforcing. (4 successes for a Defining infraction down to 2 for a Minor)
Banish the Offender (Supplemental, Dual, 5m): The Intransigent Pillar of Law may trade points of damage for up to 3 range bands of knockback. For withering attacks, this trade is made at a 4:1 ratio, and can only be used if the damage is at least twice the victim's Stamina. For decisive attacks, this trade is made at 2:1 ratio. If the victim would strike a solid surface they take damage as if from falling.
Principle of Motion (10m, 1wp; Reflexive; Instant; Essence 2): The Intransigent Pillar of Law moves with blinding speed, taking a flurry without the usual restrictions—it can flurry two of the same action if desired, and it ignores the usual penalties to dice pools and Defense.
Merits
Automaton: Automatons are immune to poison and disease, and have no need to eat, drink, breathe, or sleep. As a general rule, they treat all social influence as unacceptable, unless following the orders of their master or faced with magic such as the Dawn Caste anima power. Automaton battle groups have perfect morale. Independent sapient automata, such as the statue of Tahaki Shant, are exceptions, but usually remain immune to fear.
Essence 3; Willpower 2/4; Join Battle: 9 dice; Personal: 70/80
Health Levels: −0x3/−1x2/−2x2/−4/Incap.
Actions: Wind Instruments: 9 dice; Read Intentions: 8 dice; Senses: 8 dice; Inflaming Passions: 11 dice; Social Influence: 6 dice
Evasion 4; Parry 4
Soak 8; Hardness 4
Appearance 4
Guile 3
Resolve 2
Aspects:
Hopeless Romantic
Flighty
Hell Hath No Fury
Intensely Curious
Health Levels: −0x3/−1x2/−2x2/−4/Incap.
Actions: Wind Instruments: 9 dice; Read Intentions: 8 dice; Senses: 8 dice; Inflaming Passions: 11 dice; Social Influence: 6 dice
Evasion 4; Parry 4
Soak 8; Hardness 4
Appearance 4
Guile 3
Resolve 2
Aspects:
Hopeless Romantic
Flighty
Hell Hath No Fury
Intensely Curious
Ragalabash: 12i -> 17i
Sirocco: 8i -> 4i
Atusa: 8i
Ragalabash pays 10m1wp for Principle of Motion to attack Atusa twice. Sirocco Defends Other to intercept. 7 hits beats Sirocco's Parry of 4, but with only 3 net hits he will not opt to try to strike Atusa. That hits Sirocco for 18 - 8 = 10 damage, and Ragalabash will use Banish the Offender to trade 8 of those to knock Sirocco back two range bands. Deals 4 damage on two dice, not bad.
Sirocco is now out of range for Defend Other, so the second attack will target Atusa with 16 dice, damage 15, buying 4 successes for 8m and also activating Banish the Offender for 5m. Declare your defenses.
Your iron resolve shatters the chains that would bind you, and seeing your continued defiance the statue moves to subdue you with a speed and ferocity that should be impossible for a hunk of stone its size, twisting its torso and lashing out with a wide arcing swing of its left hand. Sirocco intercepts and for her trouble is sent flying into the wall of the vault, dematerializing just before impact. The shockwave from the blow is enough to extinguish the tiny light flickering above your shoulder, and the statue follows up immediately with a straight right jab driving towards you with earthshaking force, its ruby eyes glowing brilliantly in the darkness that swallows the chamber.
Moswen watches with wide-eyed white-knuckled terror from her perch beside the doorway behind you, motioning for Hasani to descend immediately.
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