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File: Variety of Flails.png (98 KB, 600x900)
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You are a flailer, one of the few reckless fools to seriously take and wield a flail in battle in the history of your offshoot of the human species. Of those few, you are one of the few to survive, and of those few, of those few, you are one of the few to persist in a lifetime of flailing. You are one of the few, of the few, of the few to turn the flail into a serious weapon and fight with it for a living in the many wars of your homeworld. You have spent many years in combat and your mastery has been noticed. Shortly after you realized you are likely the foremost flailer of the land, you were approached by a stranger in an ornate mask.

His spoken tongue was foreign to you but your brain made sense of it. There is a vast empire beyond your world spanning many realms and worlds. You don't care because this has nothing to do with the flail but the stranger insists so you keep listening. More importantly, this empire has a thriving arena culture and the numberless crowds and their numberless riches crave novelty. Swordsmasters are abundant, but flailers who can wield a flail to fight are rare, and flailers of your skill are once in a millennia for most worlds. Because you are rare, you are valuable, and this masked stranger introduces himself as Yeb, an exotic commodities merchant very eager to add you to his stable of gladiators and patron your skill. Because this land finds your passion for the flail laughable or contemptible, you agree, to prove the flail's superiority in combat once and for all. Yeb is pleased by your acceptance and shakes your hand. Both of you vanish.

You feel a sense of blind weightlessness that lasts for an instant. Unlike most first-time teleporters, you don't feel any nausea. As a flailer, your sense of balance is supreme. You stand in a modest, although completely green and weirdly curved, office room and Yeb takes off his cloak. Just now, you notice that Yeb is actually a many-limbed insectoid horror with numerous grasping tongues flicking out of a maze of serrated, salivating mandibles where his face should be. Despite this being the first nonhuman you've ever seen, you don't care. Any being that appreciates the beauty of the flail is a friend of yours. Yeb notices your stoicism and speaks again. He's impressed. Most first-timers have a harder time.
>>
>>5672124
Your patron points to a desk with a scroll and ink jar on it. You are illiterate as you spent your youth discovering your passion for the flail but as you walk over, you find the script makes sense like how you've understood Yeb. This is a contract and the terms are simple. In exchange for official registry as a gladiator, "adequate" lodging, and one-fourth of your earnings, which you understand is very generous for a beginner, you will fight no less than nine battles for Yeb. After that, you will be freed to continue fighting for Yeb, to find another patron, to attempt to freelance, or to retire, if you can afford it. You think that makes sense, so you doodle a flail where your signature is supposed to go. Yeb clacks his mandibles, in what you sense is a laugh, and leaves the office by teleporting. You just now notice that there are no windows or doors.

This doesn't effect you any as mastering the flail has dulled most of your instinctive fear response. You're about to ask what to do when the scroll lengthens to reveal more paperwork. Most of it is already filled out. You are categorized as an amateur primitive human exotic fighter of thirty-four years old but the specifics, aside from your choice of weapon, still need to be detailed. After this, you'll be taken into an initiation match to prove that you're worth Yeb's investment. If you have what it takes to be a gladiator, this will be a mere formality.

Distribute 14 Flail Points, or FP, across these skills up to the human maximum of 6. 0 is worse than the average untrained human with a stick but the Flail rewards skill.
>Speed: The flail is perceived as a very slow weapon. This skill governs how quickly you can swing the ball and how much force is dealt on impact.
>Instinct: The flail is perceived as a very chaotic weapon. This skill governs how well you can predict your foe's movements and counter them using the ball or chain.
>Control: The flail is perceived as a very risky weapon. This skill governs how well you can control the ball once it's in motion and lowers the risk of flailing yourself.
>Technique: The flail is perceived as a very terrifying weapon. This skill governs how well you can impress crowds and intimidate your foes with your finesse.

Last on the scroll, there's a section for your name. You have to stop and think for a second because you've been a professional flailer for so long you don't remember what you were dubbed on birth right away. It doesn't have to be an actual name, but this is what you'll be known to crowds, sponsors, patrons, and opponents.
>>
>>5672125
>speed 6
>control 6
>instinct 2
Strike well, and often.
>>
>>5672125
>speed 6
>control 6
>instinct 2
>>
>>5672125
>>speed 6
>>control 6
>>instinct 2
hehe flail go bonk
>>
>>5672125

This seems fun.

>speed 3
>instinct 3
>control 5
>technique 3

>>5672127
>>5672146
>>5672155

You guys are crazy, we gotta be able to instill some FLAIL FEAR into the xeno scum
>>
>>5672127
>>5672146
>>5672155
>>5672162
Your sheer lethality with the flail strains comprehension. There is no art or beauty in your work, only a blur of whistling steel and shattered bone. To most, the flail is a poor choice for speed and precision but your dedication to excellence has it the equal of any couched lance, and from a far less predictable angle. You can get the ball moving faster than the untrained eye can track in two seconds flat, make a curved swoop to land a blow to the back of a man's head in one second, and have it swung back to you and cracking his jaw in an upward arc in two seconds more.

Your athleticism and footwork aren't incredible but they are efficient. You can keep up the flail as long as any trained spearman can hold his place in a spearwall. You can dodge as well, and must, as the flail gives few options for defence and your expertise in less directly lethal methods is lacking. You're still able to snag ankles or wrap around lesser weapons every now and then, but it's nothing that you rely on. You are not a crowd pleaser but you are a strong combatant, and in a fight to prove the glory of the flail, that's what's important. When you finish filling out the scroll, you can't remember your name so you mark down your profession. A stick figure doodle wielding an expertly drawn flail. You are the Flailer.

The scroll vanishes, teleporting, and so do you. After the weightlessness you're standing on what looks like a glass circular platform surrounded by a featureless void. The disc is about forty steps across and you realize just now that you're naked but that barely registers. There is a shiny, two-handed flail sitting on the ground in front of you. You pick it up and gasp. Its balance is perfect, as if it was forged by a smith who watched you fight your entire life. You make an experimental swing. If you thought the balance was good before, now you know it is orgasmic. The swoop is music to your ears. Now this is a flail. You look around the disc.
>>
>>5672214
You need to flail something. Anything. You can't bear to let this masterwork dangle idle any longer. A second after you've caught your bearings, there are two more teleportation flashes on the opposite side of the disc. It is a scrawny purple man, a weakling who could barely lift a proper flail, also naked, but with a weird clasper where his genitals should be and you notice he has the eyes of a fly, in a strange shade of yellow. In front of him, you sigh, lays a spear. He looks at you in what you assume is fear, then hostility as he grabs his weapon. Both of you turn to stare when a spectral image of Yeb appears over the disc and explains that neither of you need to worry about lethal force as the loser will be brought back to life and sold to the Glibglorbian lithium mines. You don't know what those are but your opponent seems terrified. Yeb continues, the winner will get to fight as a gladiator and yadda, yadda, yadda, something about fame or fortune. You're too busy trying out your new flail to care.

Suddenly, the disc glows orange and the image of Yeb vanishes. Your foe starts poking in your direction and refuses to come any closer. Typical spearman. A two-handed flail mitigates this some but he has a slight reach advantage. You make a couple of test swings with your flail and decide on a strategy.

>Reckless charge, you'll rely on your wild flailing to blitz him.
>Cautious onslaught, you'll flail in a rapid zigzag as you walk.
>Slow approach, you'll hold your flail at bay as you wait for him to make a mistake.
>Hold your ground, one of you will have to move sooner or later.
>>
>>5672216
>Reckless charge, you'll rely on your wild flailing to blitz him.
Speed
>>
>>5672216
>>Cautious onslaught, you'll flail in a rapid zigzag as you walk.
Speed and control
>>
>>5672216

>Reckless charge, you'll rely on your wild flailing to blitz him.

He's clearly inexperienced, and probably has never faced a FLAILING FLAYER such as ourselves.
>>
>>5672237

Oops, left my trip on. apologies all, won't happen again.
>>
>>5672216
>>Cautious onslaught, you'll flail in a rapid zigzag as you walk.
A reckless charge is exactly what a spear does best against
>>
>>5672216
>Cautious onslaught, you'll flail in a rapid zigzag as you walk.
>>
>>5672216
>>Cautious onslaught, you'll flail in a rapid zigzag as you walk.
Sounds good. As >>5672246 said, no need to rush in and politely impale ourselves on his spear. He's shaky, box him in and pressure him until he cracks or slips up. Once we're past his guard, he's done for. Spears are good for keeping things away, less so when said things get past, from what I know.

Also, our novelty factor should be a strength like a left-handed swordsman fighting mostly right-handed swordsmen, but even better. Our opponents have never fought a flailer at our level, especially one who doesn't care for flair or flourish, just beating the opponent down with methodical precision. That has a charm of its own.
>>
Rolled 1, 5 + 1 = 7 (2d6 + 1)

>>5672217
>>5672222
>>5672237
>>5672246
>>5672441
>>5672450
>Cautious Onslaught
You've fought spearmen before. You've seen them kill before, too, and reckless charges are the primary cause. The foe is likely less skilled than you so a charge could work but it's not guaranteed success. Combat is like gambling, you want the chances tilted as far in your favour as humanly possible.

You start a flailing pattern as you approach. Nothing fancy, just a zigzag. If he makes one mistake, you'll turn his bones to powder.

>Rule Explanation
Combat works on a roll-over dice-pool and body part damage system. As you've maxxed speed and control, you roll 6d6 to swing first, 6d6 to strike a body part of your choice, and 6d6 for damage. Your foe only has 1 in his weapon skill, but has a slight reach advantage and the spear is a very simple weapon with a +1 effective skill bonus. He will roll 2d6+1 to swing first, 2d6 to strike a body part of his choice, and 2d6 for damage.

Your foe has six major body parts: head, right arm, left arm, torso, right leg, and left leg. Your foe also has many minor body parts, including his eyes, neck, hands, and clasper, that are as damaging or more to disable but more difficult to hit. As a trained and athletic but not freakish human, you share the same six major body parts and each has 10 resilience. If you lose your resilience, bad things will happen. You chose the optimal tactic for this round, Cautious Onslaught against Hold Ground, and enjoy a +1 bonus to swing first. If you chose Slow Approach, you would use your Instinct to roll 2d6 against 2d6 to determine which of you swings first. One advantage of being a flailer is that it's almost impossible to predict your moves and plan a specific counter for them.
>Explanation Over

Roll 6d6+1 to swing first, 6d6 to strike a body part, and 6d6 for damage in any order you like, just say what you're rolling for as you do. You can choose to strike any body part or the spear directly but your Instinct is low so getting fancy is difficult.

>Your foe rolls 2d6+1 to swing first
>>
Rolled 1, 3 = 4 (2d6)

>>5672497
>Your foe rolls 2d6 to strike an unknown body part
>>
>>5672498
>Your foe misses and does no damage for this round.
>>
Rolled 1, 3, 2, 4, 1, 4 = 15 (6d6)

>>5672497

I target his right arm!!
>>
Rolled 4, 6, 6, 6, 1, 2 = 25 (6d6)

>>5672497
Roll for damage
>>
Rolled 4, 4, 2, 4, 5, 5 = 24 (6d6)

>>5672497
swing roll
>>
>>5672671
>>5672504
>>5672513
Your foe panics as you come near and lunges to thrust into your chest. Unfortunately for him, you saw it coming five seconds ahead of time and you're already in motion. You step one pace left to dodge, let the chain flow in your hands, and swoop into his right forearm. The bone is cracked but you aren't finished there, you tighten your grip, shift your stance, and stagger the ball to strike twice more. The elbow is shattered. An eyeblink later, the shoulder disintegrates. The flail is back at your side, swooping in a nice, clean circle.

Your foe's grip on the spear is halved and he's too weak to support it in one hand. The spearpoint shakes and he falls to his knees from the pain. "YEEEEEEEEEEGH!" Your foe isn't combat ready any longer but he is in easy flailing distance. He looks up at you and cradles his arm. You hear him screech and somehow understand the meaning. "I YIELD, HU-MON! I YIELD!" You pause and wait for something to change. Yeb does not appear which must mean the choice is yours. The match is won. Your instincts sense that you do here will make no difference to your contract.

>Show mercy. Accept his surrender as you've proven the flail is superior. (You are a decent dude outside of flailing.)
>Ignore him. Go back to practicing your flailing. (You are deeply autistic and obsessed with flailing.)
>Make it quick. Flail him once in the side of the skull. (You are a professional and practical about flailing.)
>Crush him utterly. Flail him until he's no longer recognizable. (You are sadistic and enjoy the violence that comes from flailing.)
>>
>>5672699
>Ignore him. Go back to practicing your flailing. (You are deeply autistic and obsessed with flailing.)
There is no name. There is only the flail.
>>
>>5672699
>Show mercy. Accept his surrender as you've proven the flail is superior. (You are a decent dude outside of flailing.)
>>
>>5672699
>Ignore him. Go back to practicing your flailing. (You are deeply autistic and obsessed with flailing.)
>>
>>5672699
>Show mercy, then ignore him (You are a decent dude, but are so deeply autistic and obsessed with flying you rarely have the occasion to demonstrate it.)
Almost a sub-type of the gentle, if slightly obsessed giant, maybe? I agree we're a turbo-autist from the descriptions, but it would give our out-of-combat interactions a bit more direction I think.
>>
>>5672699
>>Show mercy, then ignore him (You are a decent dude, but are so deeply autistic and obsessed with flying you rarely have the occasion to demonstrate it.)
>>
>>5672699

>Ignore him. Go back to practicing your flailing. (You are deeply autistic and obsessed with flailing.)

Why anyone would vote otherwise is a mystery to me
>>
>>5672718
>support
>>
>>5672701
>>5672702
>>5672705
>>5672718
>>5672728
>>5672754
>>5672759
You stare down at your foe and the fallen spear. He's harmless now and you've proven the flail's superiority. There's no reason to slay him. Especially when you have stamina that can be spent on practicing. You stop spinning the flail and wait for him to react. When he doesn't try to surprise you, you nod. "Okay then." He cradles his ruined arm and shakes on the disc, but you don't strike him down.

You turn your back on your foe, walk to the spot on the disc where you teleported in, and resume practicing. You run through the regular motions. Fast, far faster than anyone you've ever seen, but there's no embellishment. The flail needs none. It's beautiful in its complexity. Pure, flailing excellence. Let the ignorant masses cling to their swords and spears. You can imagine no greater glory than to be a flailer. One minute after the fight is complete, you're teleported back into the green office. Yeb is there, rubbing his graspers and clacking his mandibles. "It's delightful to see a fighter so dedicated to the craft. My people, the Vudai, prize efficiency."

You can't find any eyes to make contact with so you stare at the middle of the face. "I just like flailing, sir." The commodities merchant buzzes in mirth. "My probability calculators tell me you will be an excellent investment, Hu-mon. You are a male of your species, yes?" You look down at the flail, and then at your other flail. "Uh, yes sir." Yeb chitters. "You have no unhatched eggs, gestating young, or newly estranged buds to care for?"
>>
>>5672780
You shake your head. "No sir." The Vudai clacks his mandibles again. "Then you are fully insured and ready for battle. Delightful. Time is credits so we will begin immediately. There are several amateur-grade matches with an opening for a combatant in the nearby Charnel Pits. Review them now and select the match you are most confident in." You see another scroll on the desk and walk over to it. Rather than the script, you see three realistic sketches of a flailer in combat.

>A flailer stands knee-deep in a muddy fog as four fragile looking metal creatures try to drag him under. They're obviously mobile and are in a vaguely humanoid shape but show no signs of vital organs. That indicates that they aren't living animals but they aren't shaped like suits of armour, which confuses you slightly.
>A flailer stands on an orange disc while a swordsman, a fellow human, you notice, faces him. The swordsman is naked apart from a skullcap and buckler, neither of which are of much use against a flail. He wouldn't be the first swordsman you've fought.
>A flailer stands on a yellow disc while a spiderlike monster the size of a wagon prepares to lunge at him. The beast's carapace is likely as thick as plate and you aren't sure where its vitals are, apart from the head. The venom dripping from its fangs is very detailed.

Your patron rubs his graspers. "Don't be afraid of death, Hu-mon. Our methods of revitalization guarantee continuity of consciousness. Of course, the cost will be deducted from your share of the proceeds and will incur debt if said share is insufficient."
>>
>>5672782
>A flailer stands knee-deep in a muddy fog as four fragile looking metal creatures try to drag him under. They're obviously mobile and are in a vaguely humanoid shape but show no signs of vital organs. That indicates that they aren't living animals but they aren't shaped like suits of armour, which confuses you slightly
>>
>>5672782

>A flailer stands knee-deep in a muddy fog as four fragile looking metal creatures try to drag him under. They're obviously mobile and are in a vaguely humanoid shape but show no signs of vital organs. That indicates that they aren't living animals but they aren't shaped like suits of armour, which confuses you slightly.

I choose the mystery box option
>>
>>5672782
>>A flailer stands knee-deep in a muddy fog as four fragile looking metal creatures try to drag him under. They're obviously mobile and are in a vaguely humanoid shape but show no signs of vital organs. That indicates that they aren't living animals but they aren't shaped like suits of armour, which confuses you slightly.
The machines are no match for the ultimate weapon: The Flail
>>
>>5672797
>>5672799
>>5672944
You choose the first scroll and Yeb flares his mandibles all at once. You're strangely aware that this is the Vudai version of nodding yes or clapping hands. It reminds you of your understanding of both foreign languages so far. It must be something unnatural. Some would be worried in your metaphorical shoes but Yeb has given you the best flail you've ever laid your hands on. As far as you're concerned he is completely trustworthy. Your patron clacks his mandibles and briefly rubs your shoulder in what is a pat on the back to the Vudai. "Fight well, Flailer."

You're teleported, again, and are standing in a black tube of the same glass the disc was made out of. It must extend into the ground because your feet are in the mud. You can't see anything outside but you aren't worried. You have your flail with you and are relieved. An image appears on the darkness, like some glowing, paperless scroll. You see several perfect images of one of the metal creatures, one from every angle. A voice fills the air but you somehow know it isn't "real" like Yeb is.

>AMATEUR PRIMITIVE FIGHTER DETECTED. GREETINGS HUMAN OF EARTH-DERIVATIVE #8,319, DESIGNATION "FLAILER". I AM A NON-SENTIENT BOOLEAN INTELLIGENCE PROGRAMMED TO ENLIGHTEN PRIMITIVES LIKE YOURSELF PRIOR TO COMBAT. YOU MAY REFER TO ME AS COMPUTER.
>IN FIVE MINUTES, YOU WILL BE ENTERING COMBAT WITH FOUR DIRT-CLASS FODDER-GRADE MENIAL DROIDS. YOU LACK THE CONTEXT TO FIGHT THEM EFFECTIVELY. YOU ARE ENTITLED TO AN AWARENESS THAT THIS GREATLY ENHANCES THE SUBJECTIVE ENTERTAINMENT VALUE.
>BUFFERING...
>ADDITIONAL CONTEXT HAS BEEN PAID FOR. THE DROIDS DO NOT GROW TIRED, THEY DO NOT BLEED, THEY DO NOT FEEL PAIN, AND THEY DO NOT KNOW MERCY. THE ONLY WAY TO DEFEAT THEM IS TO DISABLE THEIR SENSORS, LOCATED IN THE "SKULL." THEY ARE ROUGHLY 40% AS STRONG AND 60% AS REACTIVE AS THE AVERAGE ATHLETIC HUMAN MALE OF EARTH-DERIVATIVE #8,319. THEY LACK COMBAT PROTOCOLS AND ARE INCAPABLE OF ADVANCED TACTICS. BY DEFAULT, THEY WILL SWARM AND TEAR YOUR FLESH WITH THEIR HANDS UNTIL EXPIRATION.
>BUFFERING...
>ADDITIONAL PARAMETERS DETECTED. DUE TO ENVIRONMENTAL CONDITIONS, THEY HAVE BEEN PROGRAMMED TO DROWN YOU IN THE MUD BELOW. YOU ARE ADVISED TO AVOID LETTING THEM GRAB YOU. THE COMBAT IS ABOUT TO BEGIN. AS YOU ARE AN INDENTURED GLADIATOR, THE NECESSITY FOR CONSENT HAS BEEN WAIVED. YOU ARE ENTITLED TO ASK ANY QUESTIONS YOU MAY HAVE IN THE MEANTIME.

"Are they vulnerable to my flail?"

>AS WEAPON DESIGNATION "FLAIL" IS NOT PRESENT IN MY PROGRAMMING, I CANNOT ANSWER THIS QUESTION.

"Okay then. I don't have any more questions." You feel the flail in your hands. "Uh, wait actually, can we start early?"

>NO.

"Oh." Damn.
>>
>>5672979
Almost two minutes later, the voice, "computer", returns and begins a countdown.

>5...
>4...
>3...
>2...
>1...
>THE COMBAT HAS COMMENCED.

The black glass surrounding you vanishes and you're immediately surrounded by a thin fog. You can hear sloshing in the mud and look to see two rust-pitted droids are stumbling toward you. Their movements are erratic and seem to be driven by mindless hatred. Some sense in your head informs you that they are thirty steps to your north. You can see two more of the droids, one forty steps to your south, one twenty steps to your east. There is mud and fog as far as your eye can see. You have a strong feeling that you're being watched.

You know that you can move twenty steps in a 10 second "round" without swinging the flail. You can move twenty steps per round in a reckless charge and ten steps per round in a cautious onslaught or slow approach. The mud will slow your movement by half and make it harder to dodge but hinders the droids as well. Their movement is slow but inconsistent, between five and fifteen steps per round. If what computer said is true, and you have no reason not to trust them, they won't coordinate their efforts. The mud gives you some breathing room and you begin to swing your flail. You decide on a strategy.

Movement Options:
>Reckless Charge. 20/2 step movement, sacrifice defense to blitz.
>Cautious Onslaught. 10/2 step movement, rely on speed.
>Slow Approach. 10/2 step movement, rely on instinct.
>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.

Foes Remaining:
>Droid #1, 30 steps north. Intact.
>Droid #2, 30 steps north. Intact.
>Droid #3, 40 steps south. Intact.
>Droid #4, 20 steps east. Intact.
>>
>>5672980

>Cautious Onslaught. 10/2 step movement, rely on speed.

Can we charge over to the east droid and take him out first?
>>
>>5672980
>Cautious Onslaught. 10/2 step movement, rely on speed.
East
>>
>>5672980
>Cautious Onslaught. 10/2 step movement, rely on speed.
East
>>
Ditto
>>
>>5672980
>Cautious Onslaught. 10/2 step movement, rely on speed.
Droid #4, 20 steps east. Intact.
>>
>>5672980
>>Cautious Onslaught. 10/2 step movement, rely on speed.
East
>>
>>5672981
>>5673025
>>5673027
>>5673111
>>5673115
>>5673140
>Cautious Onslaught
You start to swing the flail in a self-sustaining zigzag and advance to your east. To the north, one droid is stuck in the mud and doesn't make any progress and the other droid comes ten steps closer. To the south, the droid makes fifteen steps in a frenzied pace. To the east, your target droid is stuck in the mud, then bursts out to move seven steps, just in the range of your flail. Their complete lack of survival instinct should make striking them easy. Even if that's true, you're outnumbered and can't afford to waste any time.

As you have a reach advantage you automatically swing first. Roll 6d6 to strike a body part of your choice and 6d6 for damage. These droids are simple to hit and fragile compared to a human but they can endure massive trauma without slowing down.
>>
Rolled 4, 5, 6, 2, 4, 1 = 22 (6d6)

>>5673356

I target the east droid’s head!
>>
Rolled 3, 5, 5, 4, 4, 2 = 23 (6d6)

>>5673356
Rolling 6d6 for damage, and I'll take the opportunity to ask what we're rolling over. 3 and up, 4 and up?
>>
>>5673358
>>5673375
You march through the mud, completely focused on the motion of the flail, and loosen your hold on the chain in the precise moment the droid lurches forward. The ball arcs, cracks, shatters its skull in a sound of crunching glass and sheared iron. It falls on the spot, dead. You turn away from it and analyze the battlefield. It appears they haven't adjusted their course in response to your movement yet. You are in the zone. There is nothing but you, your foes, and your flail. You act swiftly.

Movement Options:
>Reckless Charge. 20/2 step movement, sacrifice defense to blitz.
>Cautious Onslaught. 10/2 step movement, rely on speed.
>Slow Approach. 10/2 step movement, rely on instinct.
>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.

Foes Remaining:
>Droid #1, 30 steps northwest. Intact.
>Droid #2, 20 steps northwest. Intact.
>Droid #3, 25 steps southwest. Intact.

>Rule Explanation
The result of the dice pool is taken straight for accuracy and damage. If the accuracy exceeds the target's evasion, it strikes, and if the damage exceeds the target body part's total resilience, it is destroyed. If a target has a dodge value, it's reduced from individual accuracy die and if a target has an armour value, it's reduced from individual damage die.

These dirt-class fodder-grade menial droids are among the weakest mechanical enemies you can fight. Each of their body parts has 4/4 resilience, they have an evasiveness of 8 that's halved to 4 by the muddy terrain, have no dodge, and have 1 armour from their material. Due to that, instead of dealing 23 damage to Droid #4's head you've only dealt 17 damage, or over four times the skull's resilience. The droid has been utterly obliterated.

You are extremely dangerous with a flail, almost as much as any genetically pure human can be. Your weaknesses are the flail's weaknesses. Your ability to parry is almost nonexistent and your ability to strike depends on your freedom of movement. If you were grappled and couldn't break free, it could become nasty very quickly. Your evasiveness is 10, a trained athletic human baseline of 8+2 from Instinct. You have no dodge and lack any armour.
>Explanation Over.
>>
>>5673425

>Cautious Onslaught. 10/2 step movement, rely on speed.

Go after droid 2
>>
>>5673425
>Cautious Onslaught. 10/2 step movement, rely on speed.
Droid 2
>>
>>5673425
>Cautious Onslaught. 10/2 step movement, rely on speed.
>Droid #2, 20 steps northwest. Intact.
>>
>>5673442
+1
Based quest, gave me several chuckles.
>>
>>5673442
>>5673444
>>5673451
>>5673482
>Cautious Onslaught
You can't let the droids dogpile you. All it would take is one snatching your arm to bring you down and then you'll be dead. Your flail's momentum recovers from the deathblow in an instant and you advance to the northwest. The first droid is still stuck in the mud but the second droid wrenches itself out and makes six steps to your direction. A repeat of the fourth's mistake. You swing your flail and take note that the third droid to your south has made fifteen more steps. At that rate it'll be on you soon. You can't afford to be distracted.

Once again, as you have a reach advantage you automatically swing first. Roll 6d6 to strike a body part of your choice and 6d6 for damage.
>>
Rolled 6, 6, 6, 4, 2, 6 = 30 (6d6)

>>5673585
rOLLIN
>>
>>5673586
Choice is, of course, head. If possible, baseball bat it on the other northwest droid head with the amazing rolll.
>>
Rolled 2, 1, 2, 2, 5, 6 = 18 (6d6)

>>5673585
Damage
>>
>>5673586
>>5673587
>>5673603
You make an overhead downward swing and bring it down on the droid's head with a loud snap. Its neck goes slack and falls back, left vertical staring up at the fog. The machine's arms grasp at nothing as it collapses in paralysis. Half of your foes are dead. You're lucky you've been able to flail them separately so far. The droid to your south is getting dangerously close and the droid to your north still hasn't broken free.

Movement Options:
>Reckless Charge. 20/2 step movement, sacrifice defense to blitz.
>Cautious Onslaught. 10/2 step movement, rely on speed.
>Slow Approach. 10/2 step movement, rely on instinct.
>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.

Foes Remaining:
>Droid #1, 20 steps north. Intact.
>Droid #3, 10 steps south. Intact.
>>
>>5673624
>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.
>>
>>5673624

>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.

Let’s stand off against the droid here, not much chance of the north droid ambushing us.
>>
>>5673624
>Hold Your Ground. 0 step movement, sacrifice mobility for initiative.
>>
Rolled 2, 1 + 1 = 4 (2d4 + 1)

>>5673628
>>5673652
>>5673694
>Hold Your Ground
The droid's too close to rush. You get the chain spinning just as the droid breaks free from the mud and barrels into your guard. There is no time for thought, only the flail and a lifetime of muscle memory.

Hold Your Ground is the optimal tactic against Reckless Charge, you have a slight advantage. Roll 6d6+1 to swing first, 6d6 to strike a body part of your choice, and 6d6 for damage. Your foe has no weapon skill and isn't designed for combat but has been overclocked to the point of guaranteed long-term damage and has no regard for its own survival, granting it a bonus to speed, accuracy, and damage at the cost of a crippled defense. It will roll 2d4+1 to swing first, 2d4+1 to grapple a body part of its choice, and 2d4+1 for damage.
>>
Rolled 3, 1 + 1 = 5 (2d4 + 1)

>>5673750
>Your foe rolls 2d4+1 to grapple an unknown body part
The +1 for overclocking applies to the individual dice. Your evasion is at 10 but the mud gives it a -4 penalty, so it has to make a 6 or higher to grab.
>>
Rolled 5, 4, 4, 2, 2, 3 + 1 = 21 (6d6 + 1)

>>5673750

Smash the trash can in the dome, it’s worked so far
>>
Rolled 5, 4, 2, 5, 6, 6 = 28 (6d6)

>>5673750
damage
>>
Rolled 1, 4, 1, 1, 6, 1 = 14 (6d6)

>>5673750
Strike at the head.
>>
Rolled 1, 4, 2, 3, 3, 5 + 1 = 19 (6d6 + 1)

>>5673750
>>
OP? :(
>>
It was a nice quest. We will miss you autistic Flailer



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