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SithArissa

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Everything posted by SithArissa

  1. But giving byes adds complications. What do the ppl get for exp? do we screw them out of 5 extra they could have gotten? does the bye count towards a win? Could someone tie up for eventual winner even having done less matches? It's a whole can of worms.
  2. @RichardbuxtonI'm perfectly fine with sitting out the next round as @LordBritishwas my opponent. Also I'm a complete no lifer and I'm on holiday till Sunday so if you need me to I'll pull double duty in heat 3 and 5 to make up. (Taking exp for only one match each naturally)
  3. Completely dominated. Gig @SavageBobeven starting at short range my defense just isn't built for that kind of firepower.
  4. Glop Sliceroo 1eB+2eP+2eA+1eC+1eD: 4 successes, 1 advantage [1eB=-] [2eP=A/A, S/S] [2eA=S/A, S] [1eC=Th] [1eD=Th] So I guess I'm out, spend that advantage to recover one strain cause that's important(!). I will also use the environmental thingie to get behind cover "General Properties 1. Taking cover may be performed as an incidental" I'll let you decide what that entails, another Setback on ranged checks maybe? I'm also going to go prone with my manoeuvre (if I have one?) to add an additional Setback to ranged attacks that target me. Sorry I'm not RP-ing this much. The situations too funny. @SavageBob
  5. If @SavageBobagrees to it I'll flip the last destiny got to 11/15 then 15/15, make a Saber check at (1 Challenge 1 Difficulty? Add my own defensive rank in Setbacks since I'm targeting myself? an additional Difficulty?) to free myself THEN he can knock me out himself.
  6. so I am at 15/15 and if I fail I once again pass out like a cheap high school date? Edit - But I'm taking 3 strain at the beginning am I not?
  7. Crit Roll - 1d100: 4 [1d100=4] HAHAHAHAHA I take one strain from the auto crit!!! @SavageBob
  8. Also I will use that threat on the Environmental table - One Threat - Grease Patch: Character either suffers two strain or becomes prone AH HA take that!2 strain @SavageBob
  9. Actually I can flip one of those destiny points as an out of turn to gain 4 strain, so I'm at 15/15 but not over
  10. Destiny pool, including deciding which character will use DS and LS. Competitor 1 chooses if they want 1-50 or 51-100, Competitor 2 makes the roll. Whoever wins gets to choose DS or LS for the combat. Starting Range, from Short to Long. 1-33= Short, 34-63= Medium, 64-99= Long, 100= reroll. Initiative Skill to be used 1-50= Cool, 51-100= Vigilance.
  11. Even the arena is against me - Starship Passage (v1.0) Damage from all weapons with the Blast quality is increased by 2. But if you really want to keep going take your turn as long as you promise to not go easy on me ^_^.b Your turn @SavageBob
  12. Ha I failed the easy one with 2 dice now I have a hard one with 1 dice. I think I may just concede the heat @SavageBob Roll 1eA+3eD: 3 failures, 1 threat [1eA=A] [3eD=F/F, Th/Th, F] Yep I'm completely at your mercy, no point continuing. As I said you could one shot me with a single AP grenade anyway.
  13. Golp Suffocation 2eA+1eD: 0 successes [2eA=A/A, -] [1eD=Th/Th] I'm rolling so well this heat. I assume I can make the check again my turn, for all the good its gonna do? Wounds 0/13 Strain 5/15 Destiny 2/0
  14. 'Hutts and their games' Arissa thought with an internal groan. Looking over to the droid she supposed was the other "puppet" she wondered what pleasantries it had for her. Embracing the force she ran to engage the little bundle of bolts and wires. Gonna suffer 2 strain to draw Saber, manoeuvre from short to engaged. And action will be commit Force to Sense to upgrade all attacks against me twice. Pretty much my only shot here is you roll Despair lots and often. Wounds 0/13 Strain 2/15 Destiny 1/1
  15. Roll for Destiny - 31 So I'll go Darkside Roll for Cool 1eP+3eA: 0 successes, 5 advantage [1eP=A] [3eA=-, A/A, A/A] Ugh now I get all the advantage...... Force Pool 1eF: 1 Light Side [1eF=LS] I can see how this is gonna go. Take your time in the exhibition match.....
  16. Haha, you can practically one shot me with your AP grenades, if you wanna use it go ahead. Its still Thunderdome rules.
  17. Heat 3 Arena D Rolls. Location Roll - 14 Starship Passage Range Roll - 7 Short Initiative Roll - 22 Cool. So whoever is Gm-ing can set the scene if they want to. and me and @SavageBobcan roll Cool and Destiny once hes picked high or low.
  18. Then by all means start it up once your exhibition match is done.
  19. Spent the 10 from losing on 2 grit ranks and saving the current points I have. We'll need to have GMs assigned to start the next round. (Oh look I'm vs Mr Thermal-det-droid well at least its 10xp ^_^.b)
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