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SithArissa

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Posts posted by SithArissa


  1. 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]
    b--.pngp-a-a.pngp-s-s.pnga-s-a.pnga-s.pngc-th.pngd-th.png

    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


  2. Just now, awayputurwpn said:

    Oh right, your call on how you guys wanna handle that. (I would suggest that a player could mitigate anything that happens at the beginning of that player's turn with an incidental; they essentially happen simultaneously...fits in with my idea of cinematic heroism in RPGs. But I'm not the ref here so it's up to you guys & @Nightone!)

    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.  


  3. Just now, SavageBob said:

    I know the feeling! :)

    Pango's targeting arrays delivered the news: The glop attack had succeeded! The droid edged out from behind the crate, and his photoreceptors caught sight of the Twi'lek woman struggling—but failing—to break free of the foam. But the sensors suggested there was something more. The look in her eyes, the subtle changes in her skin coloration… The woman was suffocating! Pango's vocoder delivered a startled shriek, and his empathy subroutines activated. (Turee had spent a full day programming Pango to fight fairly and respectfully, earning herself a day in Guapa's dungeons for the delay.)

    The demolitionmech knew he had to put the poor woman out of her misery. He drew a stun grenade, aimed, and threw.

    1 maneuver to draw the stun grenade, a second to aim (taking 2 strain), and then throwing for my action.

    Stun Grenade (Ranged (Light)): 4eP+1eA+1eB+1eC+1eD+1eS 4 successes, 1 threat
    p-s-s.pngp--.pngp-s.pngp-s.pnga-s.pngb-s-a.pngc-f-th.pngd-f.pngs-th.png

    So that's 12 damage, +2 for the arena, for a total of 14 strain. Should be enough to put you over your threshold!

    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 :D


  4. 4 minutes ago, awayputurwpn said:

    ...or as soon as I could find my computer charger, lol. My 3-year-old had put it in her toy box. 

    Okay so venue is...

    Picking the arena...: 1d25 6

    The HANGER! Dun dun DAAAA

    Any opinion for the narrative location here, @Darth Lectus? Somewhere different from your last combat? Maybe a "dry dock" above Corellia or something? 

    Picking the starting range...: 1d100 32

    Determining Cool or Vigilance: 1d100 98

    For the life of me I can't find the lists regarding Starting Range & Cool Vs. Vigilance. I tried forum search and tried manually searching the text of the main thread, but nothing. I have failed :(

    Does anyone have a link to those?

    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.


  5. 8 minutes ago, SavageBob said:

    Oh dear! So it looks like you'll take 3 strain at the start of each of your turns until you break free of the ensnare (looks like you've already accounted for this, but you still get an action for your turn, as in previous heats, we haven't counted the Coordination check to resist suffocation as a full-fledged action). Starting next turn, you'll also get an auto-critical injury each turn. Breaking free of the glop will require a Hard Athletics check, which does count as your action.

    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]
    a-a.pngd-f-f.pngd-th-th.pngd-f.png

    Yep I'm completely at your mercy, no point continuing. As I said you could one shot me with a single AP grenade anyway. 


  6. '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

     

     


  7. 19 minutes ago, SavageBob said:

    Also, should I continue with the thermal detonator? I traded the detonator for 2,000-credits of other equipment in the exhibition match with @awayputurwpn, and I'd be happy to continue with that loadout in the regular matches if folks would like (trade the TD for some optics to remove setbacks from ranged checks, a knockout grenade, and a military belt pouch). The one-hit kill is pretty boring, but I'm also cool to continue with the TD if it's too disruptive to swap out gear at this point. What say y'all, @SithArissa and @Richardbuxton?

    Haha, you can practically one shot me with your AP grenades, if you wanna use it go ahead. Its still Thunderdome rules.

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