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Heroica: Glory Amongst The Stars - General Discussion
The Legonater replied to Waterbrick Down's topic in Heroica! The RPG!
Get all the rest you need, Peppermint_M! We'll be waiting for you on the other side! Oh no, this is great! There's intentionally no ideal solution here, so I just want to make sure you're all making well-informed decisions and are settling on the choices you all feel are best in character! -
If I'm hearing you folks right... we're going to take the time to ferry the survivors off this freighter? 'Just want to make sure I'm tracking along. If we hook the transponder to the couplings, I should be able to configure it to send a signal to Charon... maybe that could speed up the process. But once it's all hooked up and running, I don't know if we would be able to reconfigure it to self-destruct. It's a risk, but it would get everyone off here safely. So we leave the Hydra to the gravitonic forces of the Forbidden Sector... I guess we could do worse.
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Oh, it's hard to say for sure. The poor thing was dormant when we found it, maybe as a self-defense measure? It could have been dying! We grabbed the healthiest shoot we could find. If what the Doc says is right, we might not have time for all of that. The Hydra is vulnerable, now. If we give it however many days to recover as we ferry back and forth we might not have another chance like this. It didn't take this thing very long to spread through the whole damn ship, I don't want to see what it's like when it's pissed off. MM Note: For your convenience, Bob Shatford was in the Crew Quarters, and there was a body in that corridor that you didn't account for: Ah, Kirwin; I was beginning to think we weren't going to hear from the lot of you again. Had a lot of static towards the end there... As Kirwin recounts their story to Alexa, they can briefly make out Alexa in turn repeating it to Jace. ...well, I don't think our boss is going to be terribly happy, but that's the cost of business sometimes. While everyone at Hart would love an option where the shipments remain in one piece, Jace and I understand if... destructive measures need to take place. Either way, it's your call - Jace would probably get heat from on top if he officially recommended either the destruction of a freighter or the survival of a - what did you call it? - destructive alien lifeform. This is why we hired a third party, after all.
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I'm not familiar 'nough with Charon to say, lad. But, knowing what I do- That would be me. Dean sounds sullen, withdrawn. ITA is the closest thing Charon has to security. Duncan and I... we were supposed to be the station's authority, and we've already screwed up enough here. I'll defer to your judgment. The four of you have had clearer heads than any of us... Greenlaw appears to be shocked by the hostility she finds from the others. Dearies, I'm afraid I have no control over what the Hydra will or won't do! It's already proven far more durable and versatile than any of us could have predicted - I'm sure if Mortizar had any idea the capacity of such a creature, he would have insisted on better security measures. Alas! I doubt that my death would have any effect on the reconstitution of the Hydra, though I'm sure that would be a fascinating experiment! I suppose you could certainly try... though someone would need to take notes... Ilbery was right from the start, we should blow this damned ship to oblivion. Jamie didn't die - the dozens of others on this ship didn't die - just to let this thing regrow and become even stronger. She's lying, surely? Scientists like her lie all the time. We can't- Greenlaw's always seemed ever-eager to uncover the truth, Chief. I'm not sure she'd make this one up. Son, if she is - or if she's wrong - we cannot blow up Valencia on a whim! It sounds like these folks have found other survivors, not to mention all the cargo still untouched in these bays. We're not going to be able to fit all of us onto a ride out, something, someone is going to go if we trigger that self-destruct. I'm not willing to make that sacrifice. Viper has his hand to his gun, ready to move with Zaria should matters come to it. Dean stands away from the debate, not willing to involve himself and make things worse, while Simon's eyes fire daggers of fury at Greenlaw. If you wish to believe that the Hydra is dead and "hope for the best," I will let that be your prerogative. I suppose Mr. McSorley is right and I could be mistaken about all this, but I certainly doubt it. Hmmm... though bias is at play... Of course, if you choose to act in the belief that the Hydra is dead and are wrong, that will be an act with consequences all of its own...
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MM Note: No. Actaeon seats eight in total, so with the party, Jace, and Alexa, you only have two more spots on that ship. 'Never heard of it, but I'll give you guys a look. 'Lots of new players these days, it seems. Thrilling! Simply thrilling to be united with the Root like that... united with Simon, and Ernest, and Jamie in ways I could have never expected... It's easy to look at something like the Root and assume that it was the "center" of the Hydra - but I'm not sure that is true! While the Root supplied a base for the Hydra's function, it was no more or less the Hydra than... than we were... She lifts the congealing pool of Hydra in her hands ...than this is! We discovered a dormant shoot of Hydra on the edges of discovered space. It had sown itself deep in the planet, like nothing we had ever seen before. Mortizar was fascinated by the creature's potential. Could it bring a new scientific revolution in medicine? In recovery measures? He wanted it brought to his station so his top people could study it themselves. The growing disruptions to our journey must have awoken the Hydra. It was hungry, so it sought out food. Something to shore itself out so that it could grow and reproduce, and learn. It appeared to seek out primarily energy sources like these couplings, and sapient intelligence. Perhaps it sees them as the same thing? Only time will tell! Simon stirred, turning to Greenlaw, still holding the body of Jamie Luce. A certain menace hid behind his voice. I'm sorry, Doctor, what exactly are you saying? That thing is dead, right? Oh, not quite! It's certainly vulnerable, its consciousness spread vastly thin. But you can already see, bit by bit, molecule by molecule, it beginning to pull itself together! So long as the ship remains undisturbed, I'm sure we can help it reconstitute in no time!
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Merei Casts Sustained Healing - (5, +1) Two successes = two vitality. Thanks. I'm glad they gave enough of a damn to make sure I was found. Kirwin Coding Check DC 1 - (1, 2, 3, 3, 5) One success. Kirwin quickly ensures that the self-destruct will not go off on its own. The device sits in their hands, ready to be activated for one cause or another. Be careful with that, kid... don't want to do anything hasty, eh? I'll be sure to let 'em know. Who exactly are you guys? I'm not sure you properly introduced me to whatever... organization this is. Where should I be sending the post cards? Good, good. It would be a tragedy to tamper with such a rich opportunity like this. Imagine what we could learn studying regrowth on this level...
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'The least I could do in return for you getting me out of that death trap. If any of you want a word in with some mercs in this quadrant, I'm sure I could set you up. It's a small ship, just a patrol vehicle, really. It would only fit four, in total. We could use it to ferry, but... that's a lot trip to Charon and back... Finished is a strong word, dear friend! Greenlaw excitedly hurries to Merei after being addressed, holding a pool of Hydra in her hands. Do you see it? Do you see it?? Such an astounding creature...
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Round Eleven: Viper Death Check (5) - Stabilized Kirwin rallies Zaria (+3) Varen moves to D3 Varen rallies Zaria (+2) Zaria vs. Hydra Root - (5, 6, 5, 3, 2, 5, 4 +1) Sixsuccesses vs. (1, 4) One success = Five damage Kirwin's drone guides Zaria as she charges forward, hacking away at the last of the tendrils holding the Root to the power couplings. Waiting from behind, Varen steadies himself and fires a single shot, a tracer that tracks right into the center of the Root. Zaria dives forward, following Varen's guidance and plunging her khopesh through the Root and exploding out the back, taking whatever nervous system the creature had with it. As the Root collapses, its eyes focus in on its killer before scattering amongst the party, gazing at all of them with a burning intensity. There is a deep gargling of the sort the party has heard before, but this time, the throaty sounds form themselves words. THIS WILL NOT BE THE END. One by one, the eyes blinked out, until the head rolled over, hanging onto the energy couplings before. As the tendrils catch, the head splits apart into chunks of Hydra flesh before dissipating into a viscous puddle of the fluid substance. The two Calyxes, likewise, darken and collapse into a pile of Hydra. Slowly, the webbing and growths around them begin to peel off the wall and drip from the ceiling. As the inert Hydra rains down around them, Valencia's crewmembers get to their feet. Simon Dunn is still somewhat in a daze, looking back and forth in confusion before settling on Dr. Luce's body, which he shakingly moves towards. Linda Greenlaw immediately races to the corner of the energy couplings, her hands desperately scooping up what is left of the Hydra Root. Lastly, Ernest McSorley is spotted fishing through his pockets. What he's searching for, however, has already been picked up Kirwin, along with the rest of the loot... The Loot: 20 Credits x2 Plasma Potion Essence of Precaution Bulking Stim Hart Rifle (Calibrated Long Range Energy Weapon) Acid Sack (Apply to weapon, weapon causes poisoned 1 for the duration of one battle) Hydra Goo (Apply to a weapon, weapon can cause restrained once per quest) Hart Containment Gear (Standard Kinetic Armor, +1 Survival) Kirwin examines the Electronic Transmitter and quickly deduces that, despite the modifications to the device, it could easily be altered back to its original function - meaning it could function as either a signal booster or a self-destruct function, depending on the party's choice. Dean stumbled back towards the group, eyes still wide in shock as he looks amongst the inert Hydra. That... looked a lot closer than I would've liked. But we made it... good work out there, all - gotta admit, you lot are better than some of my mates are.
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Heroica: Glory Amongst The Stars - General Discussion
The Legonater replied to Waterbrick Down's topic in Heroica! The RPG!
How am I learning this at the end of an entire quest spent on a dilapidated cargo ship? -
This changes nothing. We are infinite. Do what you will with this dying ship. Round Ten:Merei Death Check - (4) Stabilized Viper moves to E4 Viper vs Hydra Meriospore - (4, 4, +1) Three successes vs (1, 6) One success = Two damageZaria Melee Weapons Check against Hydra Tendril DC 1/3 - (6, 6, +1) Three successes = Kirwin freedVaren moves to D5 Varen vs Hydra Root - (3, +1) One success vs. (1, 3) Zero successes = One damage Hydra Calyx A vs Viper - (6, 4, 2, +1) Three successes vs. (1, 1, +1) One success = Two damage Hydra Root uses Colony Defense - (1) Failure Hydra Calyx B vs. Zaria - (5, 4, 1, +1) Three successes vs. (6, 3, +2) Three successes = Zero damage Feeling the pressure as the battle reaches its climax, Zaria whispers a prayer to herself and swings her blade with all her strength. Seeing the warrior approach, Kirwin fishes a grenade from their pack, readying it to throw. Before they can move, the khopesh slashes cleanly through the tendril, and Kirwin drops to the floor, dazed. Around them, Viper and Varen fall into position and open fire on the Meiospore. Viper tears through its defenses before Varen puts a clean shot that flies through the creature's eye and into the acid sack, which explodes and burns away the Hydra. Seeing its limited options, the Root calls out for further reinforcements, but there is no answer. The standing Calyxes close in on the party, and one is able to knock Viper to the ground. The standing party members regroup, ready to finish things once and for all. The Enemy: Hydra Root Vitality: 5/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Calyx A Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei Teo (Stable)Age 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 0/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 1/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) (Unstable) Vitality: 0/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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MM Note: I wouldn't be too sure about that... Remember also that you can also attempt to attack the tendril holding Kirwin to sever the connection!
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Heroica: Glory Amongst The Stars - Rules & FAQ
The Legonater replied to Waterbrick Down's topic in Heroica! The RPG!
At the risk of just recreation Heroica 1.0, I'm intrigued by this possibility. I'm tempted to suggest every "range" having some special critical ability if they roll 6's, but that might be over-complicated for something that happens relatively often. -
Round Nine: Merei moves to C4 Merei rallies Viper (+3) Kirwin rallies Zaria (+3) Viper vs Hydra Root - (1 4, 3, 5, 4 +1) Four successes vs (2, 1) Zero successes = Four damage Zaria vs Hydra Root - (6, 4, 1, 1, 4 +1) Four successes vs. (2, 2) Zero successes = Four damage Varen vs Hydra Root - (1, +1. -1) Zero successes vs. (2, 5) One success = Zero damage Hydra Calyx A moves to E2 Hydra Calyx A vs Merei - (1, 6, 2, +1) Two successes vs. (3, 5) One success = One damage Hydra Root uses Parasitic Reach against Kirwin - (4, 3, 2, 6) Two successes vs. (4, 3, 1) One success = Kiwin Controlled Hydra Meiospore moves to G4 Hydra Meiospore vs. Zaria - (6, 3, 3, 4, +1) Three successes vs. (4, 4, +2) Four successes = Zero damage Hydra Calyx B moves to F6 Hydra Calyx B vs. Viper - (6, 2, 1, +1) Two successes vs. (5, 5, +1) Three successes = Zero damage Viper Poison Damage - -1 Vitality The tension of the battle builds to a breaking point. Merei and Kirwin lends their support to the team's heavy hitters as they dish out a maelstrom of attacks on the Root. Zaria, Viper, and Varen are a flurry of slashes and blasterfire. Before long, the Root is looking heavily damaged, clinging to the edge of life. In desperation, it sends out another tendril, latching it firmly to Kirwin's spine. The whispers of the Root flood into Kirwin's system, overtaking all other stimuli. The other creatures close in, the Meiospore trying to get through Zaria's armour to no avail while the new Calyx attacked a weakened Viper. The first Calyx sets its sights on Merei, firing out a piercing shoot that drops the Celestial to the ground. The fight hangs on a razor's edge; everything hangs on the precision of the next few rounds... The Enemy: Hydra Root Vitality: 5/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Calyx A Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore Vitality: 3/3Velocity: 1Skill: 2Smarts: 3Proficiencies: Artillery Weapons 4, Nature 1, Survival 1Equipment: Sack of Acid, 5 CreditsInnate: Acid Spit (Standard Artillery Weapon, poisons)Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay) (Controlled)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei Teo (Unstable)Age 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 0/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 1/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Poisoned 1 Vitality: 2/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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Heroica: Glory Amongst The Stars - Rules & FAQ
The Legonater replied to Waterbrick Down's topic in Heroica! The RPG!
I'm kind of with Duvors here. While Melee needs something to work with, I'm still not quite getting the desire to collapse weapons categories. I honestly think the specificity of range works really well; Short Range feels fundamentally different from Long Range, and Long Range from Artillery. Furthermore, I think Artillery is a pretty good cap in effective range for the moment. Being four squares away puts you pretty outside of the thick of most fights, and changing a "Long Range" class to 4-5 squares would make Long Range just about unusable a good portion of the time. And that's without pointing out that collapsing these categories in the way we're suggesting is just going to lead to Velocity being further prioritized as a stat. If you're working in a 2-3 square range, there's never going to be much point in staying in 2-square rage when you can camp out in 3-square range. Melee fighters will have to up their Velocity to compete, and a Long Range fighter will need to put all their points in Velocity just to be able to keep relevant. These problems already exist to some extent, but they'd be exasperated in this suggested system. Mostly, though, Range just doesn't seem broken to me; certainly not broken enough to try to reinvent the range system from the ground up. I'm all for ways to improve Melee, but collapsing the other range categories just seems like it would make those categories feel less unique. -
An intelligent mind... wasted in these efforts. If you were to submit, your collective knowledge could advance our brood further than your imagination... Round Eight: Merei casts Sustained Healing on Viper - (5, +1) Two successes = Two vitality restored Kirwin moves to C3 Kirwin vs. Hydra Sprout A - (+1, -1) Zero successes vs. (2) Zero successes = Zero damage Viper moves to D6 Viper vs Hydra Sprout D - (4, 3 +1) Two successes vs (3) Zero successes = Two damage Zaria vs Hydra Sprout A - (5, 6, +1) Three successes vs. (1) Zero successes = Three damage Varen moves to B7 Varen vs. Merei - (4,3, +1) Two successes vs. (5, 6) Two successes = Zero damage Hydra Sprout A death roll - (6) Failure Hydra Calyx uses Thorn Shoot vs. Zaria - (2, 6, +2) Three successes vs. (4, 2, +2) Three successes = Zero damage Hydra Root uses Colony Defense - (4) Hydra Calyx B Hydra Meiospore moves to H5 Hydra Meiospore vs. Viper - (5, 4, 6, 1, +1) Four sucesses vs. (5, 4, +1) Three successes = One damage, poisoned. The heroes catch a slight break as they press the attack. Kirwin shoots a burst of flame at the nearest Hydra, which sails past the creature. The sprout is about to skitter away when Zaria cleaves her blade lengthwise down the Hydra, severing it in twain. Viper joins her, deciding on his own to clear out the last Sprout and ridding the party of the nuisances. Shortly after, Viper feels a healing wave as Merei keeps him fighting. The controlled Varen fires a shot at Merei to stop her, but something within him resists and sends the shot careening. The Calyx attempts to pierce Zaria's armour, and the kinetic force sends her reeling back briefly. The Meiospore, meanwhile, fires a glob of acidic spit towards Viper, managing to eat away at his defenses. The Root sees its numbers dwindling, and calls a second Calyx into the fray to even its odds. Still, the heroes feel they might be gaining an edge. The Enemy: Hydra Root Vitality: 13/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Calyx A Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Calyx B Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore Vitality: 3/3Velocity: 1Skill: 2Smarts: 3Proficiencies: Artillery Weapons 4, Nature 1, Survival 1Equipment: Sack of Acid, 5 CreditsInnate: Acid Spit (Standard Artillery Weapon, poisons)Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 1/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 1/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Poisoned 1 Vitality: 3/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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MM Note: Gonna be honest, this one is a real nail-biter, but I believe in you! The answer is yes to both, someone can feed you a plasma potion to get you back on your feet and someone can feed you an Aetherbrew.
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Round Seven: Zaria Initiative Roll - (1, 1, 3) Zero successes Varen moves to B6 Varen drinks a Plasma Potion - (5, +1) Six vitality restored Merei rallies Viper (+3) Kirwin moves to D3 Viper moves to C5 Viper vs Hydra Root - (6, 6, 2, 5, 4 +1) Five successes vs (6, 3) One success = Four damage Zaria moves to C2 Kirwin rallies Zaria (+3) Zaria vs. Hydra Root - (4, 4, 1, 4, 5, +1) Five successes vs. (5, 4) Two successes = Three damage Hydra Sprout A moves to C2 Hydra Sprout A vs. Zaria - (6, 4, 6, +1) Four success vs. (6, 5, +2) Four successes = Zero damage Hydra Calyx move to F3 Hydra Calyx vs. Viper - (2, 4, 5, +1) Three successes vs. (2, 3, +1) One successes = Two damage Hydra Root uses Parasitic Reach against Varen - (1, 5, 6, 3) Two successes vs. (2, 3) Zero successes = Success Hydra Sprout D moves to B5 Hydra Sprout D vs Merei - (5, 4, 2, +1) Three successes vs. (1, 1) Zero successes = Three damage Hydra Meiospore uses Propogation and moves to G5 The battle swings violently back and forth. After the Root's failure, the group rallies together for a pointed aside. Varen chugs a Plasma Potion, bringing him back to a healthy state. Merei's Celestial magic guides Viper as the mercenary makes a series of precise shots, aiming for the Root's eyes. Kirwin's drone guides Zaria as she charges in, furiously hacking away at the tendril holding the Root to the energy cylinders. The Root begins to look haggard, its eyes staring at the entire party at once. It gives an ear-splitting shriek, and its brood charges in. One sprout attacks Zaria, but in her fury she is able to easily throw the creature off of her. Another swings at Merei, and gouges its talons in deep. The Meiospore better positions itself as the Calyx shoots a tendril at Viper, piercing his armour. The Root shudders, recovering itself and focuses its eyes on the party member at full health. A tendril drops from the ceiling and attaches itself to the lawyer, who barely has a chance to struggle before straightening and facing the rest of his party, ready for a cross-examination... The Enemy: Hydra Root Vitality: 13/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Sprout A Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Hydra Calyx Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore Vitality: 3/3Velocity: 1Skill: 2Smarts: 3Proficiencies: Artillery Weapons 4, Nature 1, Survival 1Equipment: Sack of Acid, 5 CreditsInnate: Acid Spit (Standard Artillery Weapon, poisons)Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 1/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 2/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 5/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 2/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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MM Note: I'm going to run the round with the assumption that Varen moves in range, but if you'd like that corrected, I would oblige! Round Six: Varen moves to C6 Varen vs Hydra Root - (4, +1) One success vs. (3, 1) Zero successes = One damage Merei casts Sustained Healing on Viper - (6, +1) Two successes = Two vitality Kirwin moves to E3 Kirwin stabilizes Zaria - (5) One success Viper moves to C5 Viper vs Hydra Root - (4, 5, +1) Three successes vs (1, 2) Zero successes = Three damage Hydra Sprout A moves to C4 Hydra Sprout A vs. Merei - (3, 1, 3, +1) One success vs. (3, 1) Zero successes = One damage Hydra Calyx move to G5 Hydra Calyx vs. Zaria - (6, 2, 4, +1) Three successes vs. (4, 6, +2) Four successes = Zero damage Hydra Root uses Parasitic Reach against Merei - (3, 5, 4, 6) Three successes vs. (4, 5, 5) Three successes = Failure Hydra Sprout D moves to D6 Hydra Sprout D vs Varen - (5, 2, 4, +1) Three successes vs. (2, 1) Zero successes = Three damage Hydra Meiospore vs Kirwin - (3, 1, 2, 3, +1) One success vs. (4, +1) Two successes = Zero damage Kirwin rushes to stabilize Zaria, managing to avoid the acidic spittle hurtling their direction from the Meiospore. Its defenses down, Varen and Viper work together to open fire on the Root, blasting chunks off of its flesh. Merei heals Viper, keeping the party from the brink of death. The Sprouts close in; one gouges its mandibles into Varen, while the other hurtles towards Merei. The Root, too, turns its attention to Merei, and reaches a tendril out hoping to stop her from further supporting the party. The Celestial is able to withstand the Root's assault, however, standing firm as the battle continues. The Enemy: Hydra Root Vitality: 20/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Sprout A Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Hydra Calyx Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore Vitality: 3/3Velocity: 1Skill: 2Smarts: 3Proficiencies: Artillery Weapons 4, Nature 1, Survival 1Equipment: Sack of Acid, 5 CreditsInnate: Acid Spit (Standard Artillery Weapon, poisons)Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 4/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 2/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 1/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 4/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
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MM Note: Right - part of me is inclined to let Zaria have an action, but you're correct that her turn should probably be missed here. Also wanted to give you a chance to edit your strategy if it should apply, but if you're locked in I'll run the round now. Actually, just before I do that - @Zepher you're aware that Varen's weapon in Long Range and not Artillery, right? Because you keep putting him in Artillery range which is putting him at a disadvantage and since this is not your character I want to double-check.
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MM Note: As maybe a helpful point of clarity, I was originally going to describe the status as unconscious but we don’t have any effect like that yet, and unstable mechanically did the trick. Essentially when the tendril is being forced out of a host on an only partially successful save, it’s suddenly removing this thing regulating brain function and causing people to drop. If they can’t recover, they’ll die. But if they’re stabilized, yes, they return to combat in this instance. They still have hit points, they just need that action to recover from the Root’s dominance.
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Hart... Heroica... there is no difference. Your arrogance is the same. Round Five: Varen moves to E5 Varen vs Calyx - (4, +1, -1) One success vs. (4, 3) One success = Zero damage Merei casts Sustained Healing on Varen - (4, +1) Two successes = Two vitality Kirwin vs Hydra Tendril - (+1, -2) Zero successes. Kirwin Long Range Weapons Check (DC 1/3) - (5, 4, 3) Two successes, Zaria unstable. Viper moves to E6 Viper vs Hydra Sprout A - (3, 2, +1) One success vs (6) One success = Zero damage Hydra Sprout A moves to F6 Hydra Sprout A vs. Viper - (5, 4, 4, +1) Four successes vs. (6, 6, +1) Three successes = One damage Hydra Calyx move to H3 Hydra Calyx vs. Kirwin - (6, 4, 2, +1) Three successes vs. (5, +1) Two successes = One damage Hydra Root uses Colony Defence - (3), Hydra Meiospore Hydra Sprout D moves to D5 Hydra Sprout D vs Varen - (4, 1, 2, +1) Two successes vs. (5, 6) Two successes = Zero damage The group panics as Zaria is taken under the Root's control. Varen tries to keep the Calyx at bay, bolstered by Merei's healing, but his shot goes wild and is unable to stop the Hydra from swiping at Kirwin. Viper fires at one of the remaining Sprouts to no avail, and the creature charges him, piercing through his armour. Zaria's eyes fixate on Kirwin as well, and the flamethrower in their grasp. Her khopesh drags across the ground, creating a horrific grinding. Kirwin fumbles with the flamethrower and shoots a bout of fire at the tendril attached to Zaria - they do little damage, but the added heat does give Kirwin their desired effect. The tendril twitches before violently tearing itself from Zaria. She gives a sharp gasp of breath before collapsing onto the ground. The Root observes all of this with palpable fury, and summons a Meiospore into the fray. The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiospore, 4, a Hydra Calyx. Hydra Sprout A Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Hydra Calyx Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Hydra Meiospore Vitality: 3/3Velocity: 1Skill: 2Smarts: 3Proficiencies: Artillery Weapons 4, Nature 1, Survival 1Equipment: Sack of Acid, 5 CreditsInnate: Acid Spit (Standard Artillery Weapon, poisons)Passive Ability: Propagation - Forgoes an attack turn to add its Skill to its Velocity stats for its Position action The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 3/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 5/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 2/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 4/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) (Unstable)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 2/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)