Skirmish Test
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1 - Blank
2 - Opportunity & Strife
3 - Opportunity
4 - Success & Strife
5 - Success
6 - Explosive Success & Strife
Rolls
Tactics - (3d6)
(125) = 8
The player must choose at least one die to keep, and can choose to keep a maximum up to the value of the ring the character used for the check. The player then removes all dropped dice.
Older editions you'd just keep everything as you were simply after the highest number possible but in this edition there's a little more thought needed for which dice you keep
EDIT: just realised one of my distinctions applies here (Quick Reflexes) so I get to reroll 2 of these dice, going to reroll the Oportunity and the Oportunity+Strife results
Rolls
Tactics/Fire - (1d6, 1d6, 1d6)
1d6 : (3) = 3
1d6 : (2) = 2
1d6 : (5) = 5
Reroll 1st and 2nd dice - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (3) = 3
2 - Opportunity & Strife
3 - Opportunity
5 - Success
Will keep the Success and the Opportunity (opportunity for the bandits to be surprised by Minato rushing them maybe?)
The player must choose at least one die to keep, and can choose to keep a maximum up to the value of the ring the character used for the check. The player then removes all dropped dice.
Older editions you'd just keep everything as you were simply after the highest number possible but in this edition there's a little more thought needed for which dice you keep
Oooo, explosive success and strife!
Rolls
tactics - (1d6)
(6) = 6
Rolls
Bandit 1 - (5d6)
(16513) = 16
Bandit 2 - (5d6)
(52133) = 14
Bandit 3 - (5d6)
(65222) = 17
Bandit 4 - (5d6)
(53243) = 17
Bandit 2 Results: Success, Opportunity, Opportunity
Bandit 3 Results: Explosive Success and Strife, Success, Opportunity and Strife
Bandit 4 Results: Success, Success and Strife, Opportunity.
Rolls
Bandit 1 Explosive Success - (1d6)
(3) = 3
Bandit 3 Explosive Success - (1d6)
(3) = 3
Bandit 2 Results: Success, Opportunity, Opportunity. Total Successes 1
Bandit 3 Results: Explosive Success and Strife, Success, Opportunity and Strife: Total Successes: 2
Bandit 4 Results: Bandit 4 Results: Success, Success and Strife, Opportunity. Total Successes: 2
Bandit 1: 8
Bandit 2: 7
Bandit 3: 8
Bandit 4: 8
Further, right now it looks like the bandits have a fire ring of 5 and I’m scared... ;-) (though seems like they’re keeping 3)
Minato’s Initiative is 5
Okay 1 blank, 5 success,
9 success
So 3 success & strife
Rolls
2 more d6, 1 d12 - (2d6, 1d12)
2d6 : (15) = 6
1d12 : (9) = 9
Explosive - (1d6)
(1) = 1
Further, right now it looks like the bandits have a fire ring of 5 and I’m scared... ;-) (though seems like they’re keeping 3)
Minato’s Initiative is 5
For a skirmish, the Initiative check is a TN 1 Tactics check to gain a read on the battlefield conditions and enemy
From page 250 (Determine Initiative Values):
A character's initiative value is based on their state of preparedness when the conflict began.
$ If the character was ready for the conflict, their base initiative value is their focus attribute.
$ If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
In that case, Iuchi is at a 4 initiative. Still last I think.
My core book arrived last night! Quite a beauty. I’ll be pouring over it all weekend..
Bandit 1: 8
Bandit 3: 8
Bandit 4: 8
Kashita: 7
Bandit 2: 7
Minato: 5
Iuchi: 4
Bandit 1 Results: 2 Successes, an Opportunity and a Strife. Total Success = 3. This means he will deal 6 wounds to Kashita but since you are wearing Lacquered Armor that drops to 2.
Bandit 3 Results: 3 Successes, 2 Strife, an Opportunity and a Blank. Total Success = 5 Success. He deals 7 wounds to Minato but that will drop to 4 thanks to your Ashigaru Armour.
Bandit 4 Results: 3 Explosive Success, 3 Strife, 2 Blanks, 2 Opportunity. Total Success = 6 Success. I am going to say that they are using a Yumi Bow, firing a Willow Leaf arrow, so they will deal another 9 damage to Kashita. Your armour drops it to 5, giving you a total of 7 Wounds.
Kashita: 7 wounds - Permanent Injury: The strike leaves the character permanently injured, bearing a scar that will impact them the rest of their life. The character suffers the Bleeding condition, then chooses one scar of the following disadvantages for the ring they used for their check to resist: Air (Maimed Visage or Nerve Damage), Earth (Damaged Organ or Fractured Spine), Fire (Lost Fingers or Maimed Arm), Water (Lost Eye or Lost Foot), Void (Lost Memories).
Minato: 4 wounds - Flesh Wound: The hit sinks into the character’s flesh, slicing shallowly or creating a vicious contusion. The character suffers the Lightly Wounded condition for the ring they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition.
Iuchi: 0 wounds
Rolls
Bandit 1 Attack Roll - (5d6)
(22552) = 16
Bandit 4 Attack Roll - (5d6)
(13616) = 17
Bandit 1 Attack Roll: - (5d6)
(34541) = 17
Bandit 3 Attack Roll: - (5d6)
(14533) = 16
Bandit 4 Attack Roll: - (5d6)
(33636) = 21
Bandit 4 Explosive Success Reroll - (2d6)
(61) = 7
Bandit 4 Explosive Success Reroll - (1d6)
(2) = 2
Kashita: 7 wounds - Permanent Injury: The strike leaves the character permanently injured, bearing a scar that will impact them the rest of their life. The character suffers the Bleeding condition, then chooses one scar of the following disadvantages for the ring they used for their check to resist: Air (Maimed Visage or Nerve Damage), Earth (Damaged Organ or Fractured Spine), Fire (Lost Fingers or Maimed Arm), Water (Lost Eye or Lost Foot), Void (Lost Memories).
Minato: 4 wounds - Flesh Wound: The hit sinks into the character’s flesh, slicing shallowly or creating a vicious contusion. The character suffers the Lightly Wounded condition for the ring they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition.
Iuchi: 0 wounds
Still deadly... but not as many one-round kills.
In response to the attack I am using my Way of the Dragon school ability to Trap my opponents weapon (see below) which reduces my TN to attack back by 1.
Sticking with Fire Stance and using a Strike Action with my Katana. My dice pool is 3 ring dice (Fire) and 1 Skill Dice (Martial Arts Melee)
First Edit: will be keeping at least the dice with the Explosive Success so rolling another dice for that....
Second Edit: so I get the following results
Ring Dice
1 - Blank
4 - Success & Strife
6 - Explosive Success & Strife
Skill Dice
10 - Success and Opportunity
Explosive Success Dice
2 - Opportunity & Strife
I'll keep everything other than the Blank which give me 3 Success, 3 Strife and 2 Opportunity. To hit my opponent I need to beat TN 1 which is done so damage is 9 (4 for weapon + 2 bonus successes + 3 Strife (Fire Stance)) and I'll use the 2 Opportunities to do a Severity 5 Critical to my opponent (as per the Strike Action)
If you ward, the attacker must re-roll dice containing Success or Explosive Success up to your school rank.
If you trap, reduce the TN of your next Attack check against the attacker this scene by your school rank (to a minimum of 1).
You cannot choose this weapon for Attack actions until the end of your next turn.
Endurance - (Earth + Fire) x 2: 10
Fatigue: 4
Composure - (Earth + Water) x 2: 10
Strife: 3
Conditions: None
Focus - (Air + Fire): 4
Vigilance - (Air + Water) / 2: 2
Void Points - Maximum: 1 Current: 1
Rolls
Fire/MA Melee Test - (1d6, 1d6, 1d6, 1d12)
1d6 : (1) = 1
1d6 : (4) = 4
1d6 : (6) = 6
1d12 : (10) = 10
Die for Explosive Success - (1d6)
(2) = 2
Okay her counter attack Water Ring 3, Martial Arts Melee 1
Result: 2 OPP, 2 SUCC, 2 Strife
Base Yari damage is 5. TN for Strike Action is 2 (of 252) so no bonus success. Not sure why we would add the ring rearing.
Rolls
Roll - (3d6, 1d12)
3d6 : (324) = 9
1d12 : (8) = 8
Rings
Air: Stance: +1 TN of Attack and Scheme checks Targetting you (+2 at rank 4+)
Earth: Stance: Others cannot spend 'Opportunity' to inflict Critical Strikes or conditions on you
Fire: Stance: If you succeed, +1 bonus success per 'Strife' symbol
Water: Stance: Perform a second action on your turn tht does not require a check or share a type with your first action
Void: Stance: You do not receive Strife from 'Strife' symbols on checks.
As you used Water you get to take another action this round other than Strike but because I used Fire I was adding successes for each strife I rolled which translated as extra bonus successes for damage
And! I happen to have a copy of it to try and persuade some of my RL group to play emo samurai dramas. I'd be happy to run that for you all...
And! I happen to have a copy of it to try and persuade some of my RL group to play emo samurai dramas. I'd be happy to run that for you all...
Should I go ahead with my turn? Or, I think there’s another bandit before me.
He spreads his hands palms downward and emits a low hum in a plea to the Earth kami. He quickly closes his hands...
Keeping Success+Strife, Success+Opp, and Opp. Almost didn't get it. I hit my TN with 2 successes, and have 2 opp. I'll use both to choose additional targets.
So three bandits get the Prone condition and each takes 3 supernatural damage and I take 1 Strife.
Description: With a harsh chant and a gesture of seizing, the shugenja calls upon the earth spirits to lay hold of someone, dragging them down and containing them. Usually, this invocation causes the target?s legs to sink into sucking mud that springs up from the ground, fall into recently arrived quicksand, or an inconveniently placed hole that entraps them.
Activation: As an Attack action, you may make a TN 2 Theology (Earth) check targeting one character at range 0-2.
Effects: If you succeed, each target suffers supernatural damage equal to your Earth ring and must resist with a TN 4 Fitness (Air 2, Water 5) check or suffer the Prone condition.
New Opportunities
1: Each target that fails the check to resist also suffers the Immobilized condition.
1: This effect inflicts physical damage instead of supernatural damage.
1: Reduce the damage each targets suffers to 0.
1+: Choose 1 additional target per OPP spent this way.
1: Damage inflicted as part of this action count as being inflicted by a weapon with the Sacred quality.
Rolls
TN2 Theology (keep 3) - (3d6, 3d12)
3d6 : (243) = 9
3d12 : (3510) = 18
So the bandit that Mirumoto has attacked would have a rather nice gash on his side and is now Severely Wounded. I am going to say that it causes all his fire ring checks to increase by 3. I am going to say that the Bandits you caused to go prone, break free from the earth and more into the Earth Ring guard, as does the other two bandits that are wielding the katanas. The bowmen at the back will stay in the Fire Ring and ready his attack but will lose it this round due to falling prone.
Bandit One: 3, 4, 1, 7, 1
Bandit Two: 6, 3, 4, 4, 7
Bandit Three: 3, 3, 1, 2, 2
Bandit One: Opportunity, Success and Strife, Blank, Success and Strife, Blank. Total Successes = 2. New TN to attack him, 2.
Bandit Two: Explosive Success & Strife, Opportunity, Successes and Strife, Opportunity, Success and Strife, Success and Strife. Total Successes = 4. New TN to attack him, 4.
Bandit Three: Opportunity, Opportunity, Blank, Blank, Blank. Total Successes = 0. New TN to attack him, 1.
Bandit 1: 8
Bandit 3: 8
Bandit 4: 8
Kashita: 7
Bandit 2: 7
Minato: 5
Iuchi: 4
So we are waiting on Kashita.
Qualities: 2-hand; wargear
2 x 4 - Success & Strife
5 - Success
4 - Opportunity
I'll take 2 success, 1 Strife, 1 Opp
Spend 1 OPP to activate Iron Forest
Rolls
Martial Arts (Melee) - (3d6, 1d12)
3d6 : (445) = 13
1d12 : (4) = 4
So in the initiative order it's showing Bandit 2's turn but you seemed to roll for them previously???
Skill Die: Explosive Success
Ring Die: Explosive Success and Strife
Ring Die: Explosive Success and Strife
Ring Die: Blank
Going to keep all 3 Explosive Successes and re-roll to see what else I might want to keep (running tally is 3 x Success, 2 x Strife)....the re-rolls are 3 more successes so I'll keep the lot. Total of 6 successes and 2 Strife meaning I'm dealing 11 damage to this unfortunate Bandit (4 for Katana, 5 for bonus successes, 2 for Strife due to Fire Stance)
Derived Attributes
Endurance - (Earth + Fire) x 2: 10
Fatigue: 4
Conditions: None
Composure - (Earth + Water) x 2: 10
Strife: 5
Focus - (Air + Fire): 4
Vigilance - (Air + Water) / 2: 2
Void Points - Maximum: 1 Current: 1
Rolls
Martial Arts (Melee) / Fire - (1d12, 1d6, 1d6, 1d6)
1d12 : (12) = 12
1d6 : (6) = 6
1d6 : (6) = 6
1d6 : (1) = 1
Explosive Successes - (1d12, 1d6, 1d6)
1d12 : (9) = 9
1d6 : (5) = 5
1d6 : (5) = 5
blank
success/strife
success
success and opportunity
I'll keep the three successes, 1 strife and 1 opportunity. I'll use the opportunity to 'reassure' Mirumoto from the General (Earth) opportunity list so he can remove 2 strife. That fire stance is taxing...
Damage of the bow is 5, +1 for bonus success over TN2.
Rolls
Ranged attack with bow - (3d6, 1d12)
3d6 : (145) = 10
1d12 : (10) = 10
Qualities: 2-hand; wargear
Results
3 - Opportunity
4 - Success & Strife
5 - Success
4 - Opportunity
Result: Taking 2 Successes, 1 Strife, 1 OPP
Spending OPP to activate Iron Forest Technique
Rolls
Yari attack - (3d6, 1d12)
3d6 : (354) = 12
1d12 : (4) = 4