Scotty Rave
Member
Torch’s Challenging Perception Feat Test: FAILED. Torch suffers a -1 Test Penalty to all Actions for this turn.
Although most of the sludge burnt away in the flames, some remained to inhibit his vision.
Torch’s Challenging Perception Feat Test: FAILED. Torch suffers a -1 Test Penalty to all Actions for this turn.
Combat: Torch vs. Ramachese
Ramachese rolls Fighting (10) to counter Torch’s attack.
It rolls 7 dice for damage (17). Ramachese sustains 5 points of Light Wounds, then 12 points of Moderate Wounds, and suffers a -3 Test Penalty to all Actions.
Combat: Ramachese vs. Torch
Ramachese rolls Strength (+1) + Fighting (+3) + Claws (+1) - Test Penalty (-3) to attack Torch (20). Torch must roll his Armed Fighting, Fighting or Dodge Skill to defend.
Combat: Derebith vs. Feast
Derebith rolls Strength (+2) + Fighting (+3) + Bite (+1) - Test Penalty (-3) to attack Feast (18). Feast must roll his Armed Fighting, Fighting or Dodge Skill to defend.
Derebith rolls a Strength Feat Contest (15). Feast wins the Contest. Derebith is entangled and suffers -2 to his Actions so long as he remains in his state.
And with that, combat round 2 concludes. All participants recover Vitality based on their respective Regeneration scores.
Stealth regenerates 2 points of Vitality. His current Wound Level is Flesh Wounds.
Namarok regenerates 1 point of Vitality. Its current Wound Level is Moderate Wounds.
Torch regenerates 1 point of Vitality. His current Wound Level is Unhurt.
Derebith regenerates 1 point of Vitality. Its current Wound Level is Moderate Wounds.
Ramachese regenerates 1 point of Vitality. Its current Wound Level is Moderate Wounds.
Turn order for combat round 3 will proceed as follows: 1. Stealth, 2. Feast, 3. Namarok, 4. Torch, 5. Derebith, 6. Ramachese.
Combat: Stealth vs. Namarok
Namarok cannot defend itself from Stealth’s assault.
It rolls 2 dice for damage (12). Namarok sustains 12 points of Moderate Wounds. It rolls 2 more dice for damage (6). Namarok sustains 3 points of Moderate Wounds, then 3 points of Serious Wounds, and suffers a -6 Test Penalty to all Actions. It rolls 3 last dice for damage (19). Namarok sustains 13 points of Serious Wounds, then 7 points of Death’s Door, and loses consciousness, bleeding out.
Combat: Feast vs. Derebith
Derebith’s assorted Penalties render it unable to defend itself this turn. It rolls 7 dice for damage (38). It sustains 5 points of Moderate Wounds, then 14 points of Serious Wounds, then 14 points of Death’s Door. The Derebith is now Dead.
Namarok is unconscious and cannot attack this turn.