Chromeknight
Eurobricks Dukes-
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Everything posted by Chromeknight
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Thanks. I missed seeing that instruments are ranged. And I get it. I'd confused round and turn. So there is no way a minstrel could ever give themselves an effect with any song. Fair enough.
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The March does seem to be a useful song. If you used your salts on me, the song would last longer and I could do other things every other round too.
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So to clarify, hastened equals sing once (and have song last into next round) or attack twice? If attacking (in a round with song lasting from last round) the minstrel is affected by the song's effect? If a minstrel pops a salts in a round, they can still sing a lasting song with their second turn that round? As for attacking, reasons not to are; chance of damage vs guaranteed effect of song, weak primary weapon (no instrument has dropped higher than WP:6 IIRC (and yes, I know, that's a QM issue)), and the shield roll, which, as pointed out above, if it delivered a good effect, would have been better served as just singing that song in the first place. Stunned is nice, but it's hit and miss. Also, are instruments ranged attacks, do they ignore row? If not, that's another reason to avoid attacking if there's a valid alternative.
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Nerwen holds out an arm blocking the cook's path. So. Opposing army from next village over, but they wander into town, in uniform, and hang out at the local forge where we can find out more about them? And a cook from the Guards knows this, but the Guards haven't done anything about it? Sounds fishy. Tremblepants! Your story doesn't add up. Tell it again, with the parts you left out put back in please. Otherwise my friend the assassin here will prod your... memory. Nerwen's mode of speaking is diplomatic, commanding, bordering on intimidating.
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Just clarifying some things with Minstrel, apologies if they've already been addressed. If a minstrel is hastened, the rules say his song goes for two rounds. Does the minstrel still get a second action? I assume given the wording of the rules they can't sing another song. If they do get a second turn are they affected by effects of the song they just sung? If a minstrel is hitting things something has gone seriously wrong. In which case, how is the shield role anything but bad? If a song was worth singing the minstrel would've (unless they had no E, which is just a case something wrong). Plus, if they are striking they'll be doing it at the bottom of the order, since they're not a tank but have been tanking it to sing songs first each round already. So it renders more than half their songs useless anyway. And why does Dirge of the Phoenix have a 'for the rest of the round tag'? Consider. Nerwen and Bob Redshirt are fighting BigBadMonster. Bob is KO'd last round. Nerwen sings DotP at the start of the round. Does it... a) have no effect on Bob, since he was already down. b) revive Bob, but if he's Ko'd again he stays down.. c) revive Bob and revive him again if the BBM drops him this round. d) revive Bob but drop him at the end of the round, because that's how long the effect lasts. e) none of the above? Please note, these are not complaints, nor pleas to 'buff my character naow!' But just trying to get to grips with what I can do in battle, what the options are.
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Heroica RPG - Expert Job Class Discussion
Chromeknight replied to LEGOman273's topic in The Heroica Archive
Chose three from six, where order is unimportant. C(6,3)= 6!/3!(6-3)!=(6x5x4x3x2x1)/(3x2x1)(3x2x1)=720/36=20 -
Nerwen nods approvingly seeing the black armoured figure's discipline. Speaking to the cook she says. Thank you for your help. Where is it you work? We may drop by later for a meal. Turning back to the cloaked fig she replies. The Ironwill? Who are they? And how many factions does this town have? We do not know much yet, but the Guard, who hired us, think the victims were wearing a uniform, which they have been stripped of.
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Nerwen shrugs. This entire town has been uncooperative, doling out vague slivers of information after half a dozen of us ask a long list of questions. I'm quite happy to be diplomatic, but only with someone who gives out more than a muttered grunt.
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I've always played music, all my people do. Music is the language of creation, the purest exp<b></b>ression of mathematics and philosophy and the deepest connection to magic and the Gods. What I do here is merely brushing the potential that music has. As for these others, Guts, you could be right. Usually when heroes get involved, people either join our party and let us direct them or get the hel out of the way. This black kettle did neither. speaking directly to him she says Stand very still and don't do anything that could even remotely look like trying violence or intimidation, you just saw only a little of what these boys can do, crossing them'd be a fatal mistake. As for tremblepants here, defeating someone's assailants ought provoke a flood of gratitude, where they tell anything useful rather than forcing grumpy heroes to dig the information out, possibly requiring the application of more ... Persuasion. So, spill it. Saving you rather than letting you die is an action that we can quickly undo. And you cloaky. she says, turning on the third 'fig, Muttering doesn't win you friends either. If you're overwatch, say so and give us the info on your organisation. We're here to investigate the bodies and, as heroes will tend to go through obstacles rather than around them. Don't be an obstacle.
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Nerwen continues playing a rapid march from the back row.
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Nerwen plays her tune from the back row. Also, Nerwen's tune doesn't hasten herself, she doesn't get a second turn. And Emjajoas, what's the deal with allies? Is he part of the party, under PC control, needing to be counted in the battle order and affected by party effects (Nerwen's march, Hoke's flagpole, or is he seperate?
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Dyric, let me play first, before Hoke. That way he'll benefit from the tune too. Nerwen is hastening everyone for the round, so you can choose a second target or strike your target a second time.
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We outnumber them, pick a target and take them down. Nerwen plays a Rapid March.
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Nerwen tootles a jaunty tune, hoping to spark some action.
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Nerwen has loot from the decamon tournament. 4 Potions, remedy, health core, phoenix essence, opal, topaz Thanks.
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Nerwen trades her deck Decamon Deck: 2x Carrion Squirrel (Dark 1), Will-o'-the-Wisp (Fiery 1), Volt Ant (Electric 1), Sylph (Electric 3), Automaton (Electric 5), Electriphant (Electric 6), Moon Elemental (Icy 8), Storm Elemental (Electric 8) For the prizes offered. 4 Potions, remedy, health core, phoenix essence, opal, topaz
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Nerwen follows the knight and alchemist.
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Nerwen nods and grins. It's worked before.
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I'm not sure it matters which side we join, but joining the outnumbered side may make things more fun.
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Heroica RPG - Decamon Tournament: Cerulean Cup
Chromeknight replied to Sandy's topic in The Heroica Archive
Indeed. Good game. I don't think I could've beaten you. Good luck. -
Heroica RPG - Decamon Tournament: Cerulean Cup
Chromeknight replied to Sandy's topic in The Heroica Archive
Nerwen replies with her Will-o'-the-wisp (fiery 1) trumping Sorrow's card. Then she lays down her last card a Lich (dark 6) -
Boys and their toys.
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Heroica RPG - Decamon Tournament: Cerulean Cup
Chromeknight replied to Sandy's topic in The Heroica Archive
It is me. I got in touch with my musical side. A refreshing change after the non elvish pursuits of shaman and paladin. Nerwen ties using her Storm Elemental (Electric 8) then plays Tweetybird (Flying 1). -
Heroica RPG - Decamon Tournament: Cerulean Cup
Chromeknight replied to Sandy's topic in The Heroica Archive
Nerwen plays Carrion Squirrel (Dark 1). -
What's your idea of a good time Garrett?