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The Mule thinks trying to steal Company Property is grounds for being kicked in the head. The Windsworn fails to dodge. Then he fails to stay conscious. Then having been kicked in the head, he fails to stay alive.
His nearby allies cannot believe what they're seeing.
--
Montosi starts praying furiously to gods she doesn't even really believe in OH COME ON WHAT ARE THE CHANCES DON'T LOOK DON'T LOOK DON'T LOOK DON'T LOOK-- oh phew
--
Scarlett and the Scarred Spears watch more Windsworn withdraw from the field in good order. The loud screaming cries of a Mule - hey that's a Company Mule!! - echoes through the village. The rear guard (or, some of them anyway) turn toward the noise.
>Reminder that the green arrows are sense-check based reads of the situation (or tactics, if better). If Scarlett moves 111 111, the Windsworn there will be moving away this phase. For resolution purposes, if you do not intend to interact with them, feel free to presume that they are actively running off as you move; this means that 111 111 111 ultimately resolves in being in an empty area, because the Windsworn there simpy leave. Though you may wish to be somewhere else or do something else.
--
Markhan - finally - catches his breath.
Rion doesn't die.
Wicklighter checks his stimulant pouch.
Rion shrugs. He doesn't even really feeeeeeeeeeeeeEEEEEEEEEEEEEEEEEEEE
>WOW WOW WOW WOW WOW
>THAT PROBABLY HITS WAY HARDER WHEN YOU HAVE LESS BLOOD
>WOW
Rion is (HYPER)STIMULATED. Usually you get +1 Speed = Stimulant, and the injection halves each turn, and you roll Health-Stim to see consequences at the end of your turn. Try not to overdose. Not all consequence are bad. Some of them are +AP!
Eg: 3 Stimulant is +3 Speed (!!!) but you roll Health-3 for consequences. Then next turn it halves to 1.5, treat that as +1, and you roll Health-1. The next turn it halves to 0.75, which follow normal rounding rules and is above 0.5 s it rounds to 1. +1 Speed, Health-1 check.
Usually.
This really hits the spot.
Rion has +1 to all tests this turn.
Which, if there were any actual tests to make? By the Icons, trooper, you'd be a nightmare!
--
The field is . . . quieting down.
You are in LOW ALERT and NOT IN DANGER so long as you stay out of the path of the Hound Stampede. Because you are on LOW ALERT, you do not need to defend yourself.
+3 AP this turn. You can take a Major Action to [Reposition], moving to some point and acting from there. That "point" can't be impossible to reach, or in a dangerous area (eg: middle of the hound stampede). The +3 AP represents you not actively defending, which buys the +3 AP. As long as you're on LOW ALERT you can assume you don't *need* to defend yourself either, so you don't have to try to second guess the univese by making your turns some variation of
>Move 333
>Desperately defend
>No for real defend
>I need to defend! There could be danger out there!!