Well was woth a try!
The Winner (by a lucky shoot... darn...) is O M E G A ! ! !
So pal @Imperial Stormtrooper now you are forbidden to lose any more matches! ^^
Congratulation!
Edited by Nightone
Well was woth a try!
The Winner (by a lucky shoot... darn...) is O M E G A ! ! !
So pal @Imperial Stormtrooper now you are forbidden to lose any more matches! ^^
Congratulation!
Edited by Nightone
16 hours ago, SithArissa said:I shouldn't matter how 'bulky' the character is you cant just shrug off impending death. This isn't a situation where you can 'just walk it off champ'.
I don't deny that!
I only find it strange that a character with high WT has a longer Wound recovery ( not crit recovery ) time since he has more wounds that can pile up after the Threshold is exceeded, while a low WT character will "shrug" his near death experiance of in a matter of hours just because the Wound stops earlyer to pile up since his double WT is lower...
- This is now only a little bit explaining and has nothing to do with the outcome of the match! -
Lets asume the characters Bulk, Omega and Arissa get all hit by the same devasting vehicle weapon blow (60 Damage, breach 2 each) while not wearing any Armor, everyone gets luck and only gets a scratch from the critical, so they "survived" but are out of battle :
Arissa would end at 26 of 13 WT
Omega would end at 36 of 18 WT
Bulk would end 50 of 25 WT
now lets assume these three have no possibility to enter a bacta tank, but some nice towns people have mercy and take care of them resulting in 2 Wounds healed per day:
Arissa (the physicaly weakest character) would be on her feet after "only" 7 days at 12 of 13 WT
Omega (who is physically stronger) would need 9 days to come back to 18 of 18 WT
Bulk (by far the physically strongest character) would need whole 13 Days to come back to his feet at 24 of 25 WT
So Arissa who suffered a blow more than double of her maximum notable damage (34 damage more) would be up in half the time than Bulk who only got his maximum exceede by merely 10 points... that is not logic.
This way it would be better to have less WT to be up faster again, while the character who can keep up running longer is punished for it...
It feels like the Devs forgott to mention what should happen once the Double of the WT is reached.
It's basically a bacta thing, as otherwise you'd be recovering with Resilience checks, which are based on Brawn, and you'd get more similar results.
15 hours ago, Nightone said:So pal @Imperial Stormtrooper now you are forbidden to lose any more matches! ^^
I agree. But, I have a feeling that my next opponent won't.
That wound thing is a bit odd, but every system has its quirks. This appears to be one for this system that most of us (including me) haven't discovered before. I've played with a GM who made a bunch of house-rules (combined with fiats) that made character death a lot easier to reach than as it is in the rules.
As for the match well played, it was a close one.
Semi Finals!
@Imperial Stormtrooper
with
Omega vs.
@awayputurwpn
with
Grrwalryyhl
"
The Bounty strikes Back
!"
Location = D25
http://orokos.com/roll/597108
13 =
Rocky Mountain Side
Range = D3 (1= short / 2= Medium / 3= Long)
http://orokos.com/roll/597110
1 = short
Initative = D2 (1= Cool / 2= Vigilance)
http://orokos.com/roll/597111
2 = Vigilance
Destiny = D2 (1= Player 1 gets White / 2= Player 2 get White)
http://orokos.com/roll/597113
2 = Grr gets to use White, Omega Black
You may roll Initative and Destiny Points any time!
Location :
Welcome to the Mountains of Kalliaba in the souther hemisphere of Naboo. This mountain side is also an Island of its own. A warm seabreaze is gently touching your skins.
you are at the high of 800 m over the ocean. Some strange long leged birds fly around.
While you can climb up or down, you also can move along the narrow path that goes allong the mountain side.
By accident you both were climbing to the same place and you are now full of suprise starring at each, hunter and prey... but who is the hunter and who is the prey?
Please the see the enviormental rules for the climbing rules!
Edited by NightoneBeing paranoid, Grrawlryyhl was expecting to find his quarry—but not so suddenly, and so close! He roars in surprise and send pours fire towards the Rebel operative.
// 1 maneuver to draw the light repeater, +1 difficulty for autofire //
Autofire attack with LBR (aim for free @ short range)
:
2eP+2eA+2eB+2eC
2 successes, 4 advantage
// That's 15 damage Pierce 1. With two total Advantage I'll take a free maneuver to back up to medium range. If you attack with the shaped TD, I'll be using Coordination Dodge against it. //
Grrawlrhyyl wastes no time in getting some space from his target, knowing the Kyuzo's proclivities for using thrown explosives.
Oh, I forgot I would have wanted to use both ranks of dodge when you attacked. So I'm not sure how we're going to handle that. But my current plan if nothing changes is to move to short range pull a shaped TD and attack (suffering 2 strain).
30 minutes ago, Imperial Stormtrooper said:Oh, I forgot I would have wanted to use both ranks of dodge when you attacked. So I'm not sure how we're going to handle that. But my current plan if nothing changes is to move to short range pull a shaped TD and attack (suffering 2 strain).
// I should have noticed and asked. I could just strike the difficulty dice and roll two challenge dice instead, if that sounds good to you? //
8 hours ago, awayputurwpn said:I could just strike the difficulty dice and roll two challenge dice instead, if that sounds good to you? //
Please do so!
Difficulty Redux against a dodging Kyuzo : 2eC 2 failures
swapping with the Difficulty dice here...
Autofire attack with LBR (aim for free @ short range)
:
2eP+2eA+2eB+2eD
4 successes, 1 advantage
equals...
Autofire attack with LBR (aim for free @ short range)
:
2eP+2eA+2eB+2eC
2 successes, 4 advantage
// Sorry that's probably not what you were looking for :/ That modified damage is 13, Pierce 1. 5 total Advantage. Since that changes the game quite a bit, I'm going to change what happens—instead of taking a free maneuver with the two Advantage, I'll cause a second hit (that should put you at 18 wounds) and a critical injury, and then move to medium range for two strain. Will roll the crit and then post. //
Critical Injury against Omega : 1d100 69 — Scattered Senses (Average Difficulty): The target removes all Boost dice from skill checks until the end of the encounter.
Grrawlryyhl opens a wide volley of fire against the Kyuzo, unprepared for his dodging antics, but just wanting to put him down before he could get one of his heavy hits in. Their last encounter nearly ended up with the wookiee in a body bag...
Despite the Rebel operative using all his skill to avoid being shot down, Grrawlryyhl manages to land a solid hit, momentarily scattering his opponent's senses. He backs off (medium range for 2 strain) to get some distance, not knowing what else this Rebel has in store. He tries to get a read with his enhanced vision.
// Using Coordination Dodge if you throw one of those detonators at me...! //
Hmmmm, well I only have one chance 1 maneuver to pull out a shaped TD, and 1 to move to short range and attack, while flipping a DP.
I can't seem to find it in my books, but if I remember correctly coordination dodge adds (in this case) 4 failures?
Last Hope
:
4eP+1eA+1eD+2eS
2 successes, 4 advantage
Well I missed... So I'll force you to drop your weapon and recover 1 strain. Dodging twice again... here it comes....
// Yes, sorry, 4 failures (Failure = Ranks in Coordination for a DP) //
As his light repeater falls down among the rocks below, Grrawlryyhl declines to follow it and instead leaps at Omega, lashing out with his feet in the spinning wrruushi style.
Brawl check (unarmed, aiming once) against Omega
:
4eP+1eB+2eC
1 success, 2 advantage
// Will suffer 2 additional strain activate Martial Grace talent, putting the damage at 9 (and healing 2 strain with the Advantage). //
Well that is that.
I wish to request that my end be due to falling off a cliff, or being thrown, pushed, etc, but I'd like a cliff involved.
Grrawlryyhl's kick connects with Omega's head, lifting his opponent off the ground with the force of the blow. The unconscious Kyuzo falls down the rocky mountainside, creating a momentary rock slide which causes the Wookiee to have to pull a quick motion-arrest maneuver. He watched as Omega tumbles for several yards before toppling off a cliff and out of sight.
Critical injury for exceeding WT : 1d100 51+10=61 —Slightly Dazed
<Katarn's teeth,> moans Grrawlryyhl. <Now how am I going to get paid?> He resignedly picks up his blaster and looks down the cliff. No sign of the Rebel. Grrawlryyhl sighs and curses once more, the ice crystals from his breath swirling in the air as he turns to climb back down the mountain.
We have our first finalist @awayputurwpn !
@Imperial Stormtrooper sucks man, one of the inherent flaws with this system that a harder roll can turn out better for the opponent.
The Wookiee arises to the tops
The Kyzo falls deep down to his doom.
Thanks for the Show.
Sorry for your loss @Imperial Stormtrooper
Congratulation to the winner @awayputurwpn our first finalist!
THE GRAND FINALE!
@awayputurwpn
with
Grrwalryyhl
vs.
@SavageBob
with
Pango
"
The Champion Awaikens
!"
Location leftovers (I kicked out any area we already used in this tournament as well as any enviorment that would provide a bonus too strong to be fair to just on character (like "only short range or adding damage to blast weapons)
Location = D5 http://orokos.com/roll/600424
1 = Desert Sand Dune
Range = D3 (1= short / 2= Medium / 3= Long)
http://orokos.com/roll/600416
1 = short
Initative = D2 (1= Cool / 2= Vigilance)
http://orokos.com/roll/600417
2 = Vigilance
Destiny = D2 (1= Player 1 gets White / 2= Player 2 get White)
http://orokos.com/roll/600423
2 = Pango gets to use White, Grrr Black
You may roll Initative and Destiny Points any time!
Location :
This is it, the place everything starts, revolves and end at - in this particullar universe. You are on Tattoine, in the vast Jundland Desert, where sand is everywhere and the Twin Suns are melting you brain (biological or mechanical).
Pango was droped of by some hired jawas in duty to the evil Hutt controlling his poor maker. "This will be the Grand Finale of my little tournament, you did well little mech, one last match and I will think about releasing your little constructor... Oh and I think you will be suprised by who your opponent is!" echos the voice of the fat snarl like creature in his binari brain system.
Grrwalryyh was baited to this god forsaken dustplanet by an extra ordinary and exclusive bounty for some rouge Droid, set by a wealthy Hutt. "100.000,- Credits for smitting the droid into his parts... not to shaby!" After following the trail of a Jawa sandcrawler for a local day his speeder died due to a malfunction of the engine, so he followed the fresh trail by foot.
It happens suddenly, while both were climbing dune they see each other, suprised due to the short range between them they have to react right now.
Reminder from the enviorment chart:
- Due to the heat of the Twin Suns
ALL
checks gain
one Setback
- Taking cover may only be performed while prone
- Maneuvers to
move
induce 1
additonal
strain.
please consult the chart for thread use.
Have fun and KILL EACH OTHER OFF!!
Force points
:
1eF
1 Light Side
Vigilance for Initiative
:
2eP+1eA
3 successes, 2 advantage
Do I need to add a Setback to that Vigilance check due to the heat,
@Nightone
? If so, here it is:
Initiative adjustment
:
1eS
1 failure
And a clarification on the Strain penalty on moving: Is that for any Move maneuver, even a free one? As in, a character could Move to engage and attack, but that Move maneuver would cost 1 Strain?
Edited by SavageBob
Destiny Pool Generation
:
1eF
1 Dark Side
Initiative (Vigilance)
:
1eP+3eA+1eS
1 failure, 5 advantage
13 hours ago, SavageBob said:Do I need to add a Setback to that Vigilance check due to the heat, @Nightone ?
Yes Correct, the Enviormentchart says so ^^
PNG0-LIN tottered through the canyon pass and into an open expanse of desert. His memory core replayed past matches: Guapa had said he'd be "surprised" who his opponent was, a pronouncement that triggered the little droid's anxiety matrix. As the droid emerged fully into the light of the twin suns, he felt the intense heat on his demolition-proof dome. He could hear Turee now, "Wow, your joints are frozen! What'd you do, burrow in the sand?"
Then the droid saw him: The Wookiee! They'd faced off twice before, and both times, Pango had been punished. The first match had ended too soon—thermal detonator style. It'd been a win, but Guapa was angry. He had an underground network of paying viewers who wanted a match that lasted more than a few seconds. The second time, the Wookiee had pouded Pango's chassis until his gears had come loose and he couldn't move. That hadn't gone over well, either.
Now it was time for a rematch.
Pango repressed a whine—don't want to alert the opponent he's here—and retrieved a knockout grenade and let it fly.
Ranged (Light) + DP + True Aim
:
5eP+1eB+1eD+1eS
5 successes, 2 advantage
Forgot your Ranged Defense of 2:
Ranged (Light) + DP + True Aim
:
3eS
1 failure, 1 threat
I accidentally rolled 3 Setbacks there, rather than just two more, but we can just replace the blank I rolled originally with those three to be fair.
So I think that amounts to 12 base damage + 4 Successes + 2 damage (Point Blank) = 18 Strain - Soak 6 = 12 Strain to Grrwalyyhl.
With the remaining Advantage, I'll recover 1 Strain.
WT: 0/16
ST: 1/15
DP: 0/2