Lancer’s Average Tenacity Feat Test: SUCCESS.
The rational part of Lancer’s mind – the part that was still human – overwhelmed the bestial, alien essence that spurred her to slaughter, and she followed Ghost to the safest place they could find, which was behind the opposite side of the cabin to where the two crewmen presently emerged. With some help from Rotor and Daredevil, they were able to scramble safely onto the roof.
“I
know someone’s out here,” said one of the crewmen, the one named Joe. “I’m getting the guns. Keep an eye out for a mo’, Keith.” He went back inside.
Over the edge of the roof, the Lorekeeper and Tagers could see Keith walking around the deck, glancing over the sides of the little towboat into the dark water, and muttering to himself about weird, swimming things that gave him the chills. He was a rather unassuming man in his early 30s, wearing a raincoat with a hood, rubber boots, and a woollen hat. He had a beard of stubble and, in his own way, was ruggedly handsome.
Rotor looked nervous when he mentioned the undersea abominations.
XXXXX
Combat: Stealth vs. Namarok
Namarok rolls Dodge (CRITICAL FAILURE) to avoid Stealth’s first attack. It rolls 3 dice for damage (20). Namarok sustains 9 points of Flesh Wounds, then 11 points of Light Wounds, and suffers a -1 Test Penalty to all Actions.
Namarok rolls Dodge (9) to avoid Stealth’s second attack. It rolls 1 die for damage (7). Namarok sustains 5 points of Flesh Wounds, then 2 points of Moderate Wounds, and suffers a -3 Test Penalty to all Actions.
Namarok rolls a Hard Tenacity Feat Test to resist the paralytic poison (18).
Namarok’s Hard Feat Test: FAILED. Namarok is now paralysed.
The needles stuck in the Namarok’s skin and between the cracks in its armour, and black blood oozed out in thin rivers, staining the already shattered tiles and further corroding what remained of them. The beast vomited up a gooey glob of ichor and sunk to one knee. It held its chest, trying to scrape away the dark quills jutting from its flesh, but already the poison was working its way through the creature’s systems. It trembled briefly, and then its muscles seized up entirely.
Combat: Feast vs. Derebith
Derebith rolls Fighting (18) to defend against Feast’s attack. It rolls 6 dice for damage (16). Derebith sustains 6 points of Light Wounds, then 10 points of Moderate Wounds, and suffers a -3 Test Penalty to all Actions.
Reeling from the assault on it by both Torch and Feast, the Derebith made ready to defend itself from the Vampire’s next attack. It raised its arms to block the oncoming strike, but Feast’s awful Exsanguinating Touch could affect his prey regardless of the impact zone. The mighty paws wrapped around the crossed arms and yanked them to either side. Steam rose from the shrieking Dhohanoid’s skin, and blood bubbled and frothed up over Feast’s digits and trickled down, forming tiny pools beneath the combatants. It made a noise that may have been,
“Let me go!” but it was too distorted by its inhuman snout and its agonised vocalisations for anybody to be certain.
As the Namarok failed to succeed at its Hard Tenacity Feat Test, its paralysed state prevents it from acting this turn.