~bouncing about like Tigger~ Oooooo I can't wait to start. Can't wait to see my finished character.
Posted on 2016-09-01 at 12:53:29.
Alacrity The Tired RDI Staff Karma: 291/33 6312 Posts
When it's your turn in a combat round (15 seconds), you tell the GM what you want to do. On your turn you can take a major action and a minor action or two minor actions. You can take these in any order and can take fewer actions if you like. You can talk while taking your actions, but since a round is only 15 seconds long, what you can say is limited.
Some actions take a negligible amount of time. They are known as free actions and they don't count toward your usual limitation on actions. The rules will note when something is a free action.
A list of the most common major and minor actions follows. You are not limited to these actions. If you want to do something else, just say so and the GM will adjudicate it. The GM may require you to roll an ability test depending on what you are trying to do.
You attack one adjacent enemy in hand-to-hand combat, throwing the full weight of your Strength behind the attack even though your ability to react to counterattacks will suffer. If you hit, you do +1 damage, but whether or not this attack hits, you suffer -1 to your Defense until your next turn.
You may move up to half your Speed (rounded down) in yards and then make a Melee Attack against an adjacent enemy. You gain a +1 bonus on your attack roll.
You concentrate on defending yourself this round. Until the beginning of your next turn, you gain a +2 bonus to your Defense.
You provide some quick first aid to an injured ally. You must be adjacent to your ally and you must have bandages ready. This is a TN 11 Intelligence (Healing) test. If you are successful, your ally gets back an amount of Health equal to the 1d6 + your Intelligence. A character cannot benefit from another Heal action until additional damage is taken.
You attack one adjacent enemy in hand-to-hand combat. An enemy within 2 yards of you is considered adjacent.
You fire or throw a missile weapon at one visible enemy within range.
You can move up to double your Speed in yards. You cannot take this action if you are prone (you'd need to use the Move action to stand up first).
This action allows you to start using certain powers or items, such as fighting styles and potions.
You take the measure of your opponent and plan your next strike. If your next action is a Melee Attack or Ranged Attack, you gain a +1 bonus on your attack roll.
You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to your Defense until the end of this round. However, you suffer the amount you choose as a penalty to all tests you make, even opposed tests, for the remainder of the current round as well. (This is a key difference between the Guard Up and Defend actions. Guard Up only lasts until the end of the round, where Defend lasts until the beginning of your next turn.) If you choose this minor action, you must do it before any major action you take this turn. You can't follow up a Guard Up action with a Defend action.
You can move up to your Speed in yards. You can also go prone, stand up, mount or dismount a horse or vehicle, but if you do so you can only move at half Speed (rounded down).
You pick one major action that you prepare to execute and then end your turn. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you don't use it by your next turn, the action is lost. You cannot take the prepared action if you've already taken a major action on your turn.
press the attack
You stand ready to pursue an enemy if they should fall back or flee your blows. Declare an adjacent enemy combatant when you take this action. Until the beginning of your next turn, if that enemy moves away from you, you may immediately move up to your Speed in yards in direct pursuit of that enemy at no additional cost in actions. This occurs immediately after your foe's movement, before they can do anything else. However, you can only use this minor action on an enemy you have already successfully struck in melee combat this turn (whether you inflicted damage or not). When you make your move, it need not bring you adjacent to that enemy if you can't go that fast. In that case, you simply move as far as you can before stopping. You are free to forego some or all of the movement this action allows when your enemy triggers it, if you wish.
You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your bow and a draw a sword, for example.
You lower your weight and prepare to resist any and all efforts to move you from the place where you stand. Until the beginning of your next turn, any enemy who attempts to move you or knock you to the ground must succeed in an opposed test pitting their Strength (Might) vs. your choice of your own Strength (Might) or Dexterity (Acrobatics) in order to move you or knock you prone.
Cast -You attempt to cast a spell, which requires a casting roll. This may be a major action, minor action, or free action depending on the spell and the skills used.
Reload - You reload a missile weapon. This may be a major action, minor action, or free action depending on the weapon used, your talents, and the skills used.
Posted on 2016-09-02 at 20:38:29.
Edited on 2016-09-02 at 20:38:54 by Alacrity
I'm already working on my first post. Would be good if I knew a little something about the other players besides Lum. Anyone else got anything they want to share? Tann, Nomad, any details on your characters history you can share? Stuff that would have come out in the year that this group has been together?
After working with Rhyson you have all learned a bit of his history. He isn't closed mouthed about his past and doesn't seem to be keeping secrets. He doesn't shout it to everyone, but those he has worked with know that he left the vicinity of the city of Vorakis because he stepped on the toes of some elite families. He arrived in town in the company of a young couple that found work with a local alchemist. That couple is human (Rhys is an elf) and clearly had something to do with whatever brought Rhys to town. There doesn't seem to be any other connection between Rhys and the couple.
For now Rhys is trying to figure out what to do with his life. He knows some magic (You know he has some skill in the areas of fate, air and lightning.)and wishes to increase those skills. But it is also clear to those he meets that this is a young man who has a problem with authority. He works with others very well most of the time, but does not seem to be a fan of orders - either giving or, especially, receiving them. You get the sense that he wants to "do something," but isn't quite sure what that something is.
As an elf Rhyson is an attractive young man who was clearly raised to have good manners. He has shoulder length golden hair and bright blue eyes. He is well dressed without being fancy. Again, it is clear that he has a knowledge of how the fashionable dress. His clothes and carriage bear the unmistakable signs of class and quality. And yet at the same time his clothes are actually quite simple and basic.
It had taken a while but the team had slowly discovered some of the story of big Orc. Most of it came from Dwan.
Lum was born in the usual ways and ended up in an orphanage within Nestora City. No one seemed to know who his family were or seemed afraid to mention it if they did know. He grew up there never being adopted, always turned away; who wants an orc? But he had a friend named Otto who was a dwarf (also always picked over).
Otto was the one who started teaching Lum how to read, and then the principles of engineering. As Otto taught Lum about building structures he would say he had Uncle that had an Inn. He'd describe it and say it was called the Pegasus. When Lum asked him if he had an Uncle why was he in the orphanage? Otto just shrugged and said Pappa wasn't family anymore.
Once they reached 16 years of age, they were tossed out of the orphanage and given jobs as laborers for the Guilds. Well, Otto was a laborer, but Lum tried to be an Engineer. The guildsmen laughed that an Orc could be an Engineer and he was quickly moved to being a guard or a security thug. They just put a weapon in his hands and told him who to hurt.
It was about five years later that Lum and Otto were on a reconstruction site for a bridge near Fort Umber that things went bad for Lum. A group of men lead by a golem came and started ordering them around, telling them they had no claim to the land and to back off immediately. Otto became quite heated in his exchange with the golem and Lum tried to intercede. The golem back handed Otto with his powerful robotic arm and the blow threw Otto back against a rock, killing him instantly. Lum flew into a rage, tearing into the Golem and attacking the men. When it was all done, Lum had lost his only friend and was a wanted fugitive. There was something about the finger of the golem he destroyed that struck him, a finger that was built to look like it had a ring. A signet ring with a crudely drawn fish symbol (an alpha symbol actually). Lum took it as a reminder of that day and his friend, but also because he couldn't shake the feeling it was important.
Lum then escaped to the east and came upon the Pegasus Inn. He collapsed at the back door. When a figured appeared a dazed Lum held out his hand and mumbled "Otto?". Dwan took him in and asked no questions. Lum plays the dumb orc card to keep people away but his true friends on his team know he is a valuable asset on a mission.
(Thanks to Alacrity for most of this, he took a bunch of my ideas, added a bunch of his. I been having issues stinging words together.)
Posted on 2016-09-03 at 16:44:15.
Edited on 2016-11-20 at 10:24:37 by Odyson