06-01-2017, 06:52 PM
(This post was last modified: 06-01-2017, 06:59 PM by Dragonstrike.)
(06-01-2017, 05:13 PM)PhantomUnderYourDesk Wrote: I assume Azurill can't attack in this round, so it'll be just Helios now. Oh right, I said I don't enjoy multiple actions... but this Round just calls for one.
Orders for this round: Helios will teleport out of the river, and strike down the annoying bug.
Effect: Damage. Revenge.
Secondary Effect: Masquerain will only get more wet if it succeeds. This will be a lesson to the bug.
Pain Penalization: Luckily 0 so far.
Accuracy Roll Teleport: 2 Dexterity + 1 Fight + 2 Channel - 2 for 1st Multiple Action = 3 D6dice
Accuracy Roll Strike: 2 Dexterity + 1 Fight + 0 Brawl = 3 D6dice
Damage Roll Strike: 0 Strenght + 1 power of 'move' = 1 D6dice
Additional notes: According to Corebook, only one Will Point per action, so we'll also spend one Will Point to add one autosuccess to Teleport for the sake of getting out of the water.
Phantom, Shiva unfortunately has the same problem that Valder has: your accuracy pool isn't large enough to do multiple actions yet (-3 accuracy dice on the second action, -4 for the third, etc). Unless you level up one of those traits (and have no pain penalizations), you'll be relying on a luck die for that Strike. (you could also use that will point on the Strike's accuracy, but that doesn't mitigate the luck die's effects)
OR
You could have Abra Strike and then teleport. You have just enough dice to do that, but only as long as Abra isn't pain penalized.
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Pokerole Game 1: Skull Ruins
Pokerole Game 2: Celadon City Vandals
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