What
the
actual
fuck
is
that?
Initative 10 (roll 2+8)
What
the
actual
fuck
is
that?
Initative 10 (roll 2+8)
One thing Sera knew for sure, she wasn’t going to be able to heal this poor woman.
Without her jacket, she didn’t want to get into close combat just yet, instead, she focuses on her scales. Which were normally soft and shimmering, but were now hard with a nasty sharp edge, ready to rip into the flesh of anyone who touched her.
But just for good measure, she decides to toss a bit of bad luck on their guest, not that she needed anymore.
Hedgespun Necklace(+1 singing), dagger, 1 bottles of water, bag of Reese’s Pieces, gauze and medical tape, compact with mirror, cell on silent
Health 7
WP 3
Glamour 8/10
Didn't see a roll required for Lethal Mien, so wasn't sure if it was a reflexive thing or not. If not, she will go with only Fickle Fate on the poor girl for now
The Twisted Women wails, as her backwards body rushes forward, the Nix might not have rushed forward to meet her, but the Fairest is an ever so sparkling tempting target.
She misses, instead of slamming into Sera, she crashes into the table.
Twisted Women's DEF is 2!
Sera initiative 15, Twisted Women Initiative 13, Rhodes initiative 13, Sonnie Initiative 10
Rhodes is up!
failure
[ctl] Sorry for this! Entirely balked for ideas of what to do every tiem I looked at the thread. Happy to hold action with no idea of antyhting better. [/QUOTE]
Just amending my list to be doubly sure am right (and a handy reference )
Entrance Hall with Arch left, Stairs & Hallway ahead (and a door that going up the stairs emerges from), Archway right.Communion with Air is active, letting Rhodes sense the location of all the Air up to 40 yards around him.
- Going Left Archway - Skeletons lounge
- Going Upstairs - emerge out
the narrow hallway (somehow)of a door back into the main entrance hallway- Going Right -
goes back to Skeleton Lounge (somehow)Different empty lounge and Archway leading further in- Going down hallway - Dining Room, 2 doors flanking the fireplace.
Equipment: Hip flask of scotch whiskey, wallet containing a picture of Sera and $214, fake IDs, keys, Hedgespun coat (+1 def)
Defence: 4 (3 base, Hedgespun active)
Health: 7/7
Willpower: 2/2
Glamour: 7/10
Sonnie had no clue what she was looking at. A mortal with a twisted neck? Was she real? Was she an attraction? Did she need help?
None of that made any difference, though. The Twisted Woman had moved to attack her Queen. She was now a threat that needed to be put down.
Glamour surged as the Beast charged up her Hedgespun staff and pendant. The coin she wore about her throat blessed her with the dumb luck of a drunken monkey. The staff became more of a reincarnation of Riyu Jingu Bang, the legendary weapon of Sun Wukong himself!
Stepping forward, Sonnie took advantage of the Impossible Thing's bad luck and struck with a straight-forward jab!
3 successes
One end of her staff landed solidly. The Claviger hoped she could knock this woman out so they could help her, but it would probably take more that one hit. Regardless, if this woman wouldn't go down, Sonnie steeled herself for the possible necessity of breaking that neck. Again.
Hedgespun Staff and Pendant activated. 2 Glamour spent.
Sonnie's DEFENSE is now 6, plus 1 ARMOR against Bashing Damage (Kung Fu Merit).
Fang & Talon 2: Beast's Keen Senses active. Sonnie has +4 dice to all Wits-based perception rolls for the rest of the scene.
Health 8/8, Willpower 4/4, Glamour 4/12
Hedgespun Boots (+2 SPD), Hedgespun Staff (+2 DMG), Hedgespun Coin Pendant (+2 DEF), baggie of goblin fruit (2 murmurleaves), thermos of coupnettle tea, smartphone, 3 throwing knives (concealed), some Halloween candy.
Thankfully, the woman missed and went into the table. She wanted to believe it was the bad luck she blessed her with, but, you never know.
Sonnie’s staff seemed to jab her pretty good. But instead of cheering, she moves in for a right hook. This Fairest was more than her looks.
3 successes
Hedgespun Necklace(+1 singing), dagger, 1 bottles of water, bag of Reese’s Pieces, gauze and medical tape, compact with mirror, cell on silent
Health 7
WP 3
Glamour 8/10
Saber Sloth
Jabbed by the staff and then cracked by the right hook the Twisted Women crashes to the floor, laying there stunned until her head twists around again and her mouth opens and she lets out a mighty shriek!
4 successes
Sera , Twisted Women 6B , Rhodes , Sonnie
Rhodes 's up!
Sera nd Sonnie need to roll Resolve+Composure if you fail the 4 suxx then you're frozen in fear and lose your action, if you match or beat 4suxx then you can take your action as normal
Last edited by Saber Sloth; Jan 24th, 2023 at 02:10 PM.
The sound of heavy footfalls was followed by the cracking and reeling. So much for discretion being the better part of valour. Even through the door he could sense the shapes of Sera and Sonnie engaging.... whatever it was. Fear was meant to engage... not paralyze into inaction. It was always a fine line to walk. But then.... then there was the shriek. Whether it was his imagination or not, there was something inherently inhuman about that scream.
Gritting his teeth, he threw open the door.
Well, that's something you don't see every day.
Still, as a blatantly supernatural creature, it lent him more options than he had originally suspected. He reached out with an outstretched hand warped into a claw and wrenched at the creature with Autumn Magic.
1 success
Saber Sloth - the roll is meant to be minus Stamina - if it still works Brother to the Ague does 1 Bashing and inflicts a -2 (Wyrd/2) to all the Twisted Woman's rolls.
Just amending my list to be doubly sure am right (and a handy reference )
Entrance Hall with Arch left, Stairs & Hallway ahead (and a door that going up the stairs emerges from), Archway right.Communion with Air is active, letting Rhodes sense the location of all the Air up to 40 yards around him.
- Going Left Archway - Skeletons lounge
- Going Upstairs - emerge out
the narrow hallway (somehow)of a door back into the main entrance hallway- Going Right -
goes back to Skeleton Lounge (somehow)Different empty lounge and Archway leading further in- Going down hallway - Dining Room, 2 doors flanking the fireplace.
Equipment: Hip flask of scotch whiskey, wallet containing a picture of Sera and $214, fake IDs, keys, Hedgespun coat (+1 def)
Defense: 4 (3 base, Hedgespun active)
Health: 7/7
Willpower: 2/2
Glamour: 5/10