Balmorra - Mordecai
Be sure to read and follow the guidelines for our forums.
Rolls
Perception for Weak Point
1 Success
Total: 1 Success
Athletics for Charge
5 Success, 2 Advantage, 1 Triumph
Total: 5 Success, 2 Advantage, 1 Triumph
Perception difficulty
1 Failure, 2 Threat
Total: 1 Failure, 2 Threat
Athletics difficulty
1 Threat
Total: 1 Threat
Perception: 2 threat
Athletics: 4 Success, 1 Advantage, 1 Triumph
Using advantage to get a boost. Do I get anything for the Triumph?
Rolls
Lightsaber
4 Success, 4 Advantage
Total: 4 Success, 4 Advantage
Rolls
1 Success, 1 Advantage, 2 Failure
Total: 1 Failure, 1 Advantage
I'll need initiative(cool or Vigilance will work) Your entrance has them all intimidated so they'll have a setback next round. (Because of your advantages).
Rolls
Marauders
1 Success
Total: 1 Success
Soldiers 1
1 Advantage
Total: 1 Advantage
Soldiers 2
1 Success
Total: 1 Success
Soldiers 3
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Rolls
2 Success, 2 Advantage, 1 Triumph
Total: 2 Success, 2 Advantage, 1 Triumph
Rolls
Lightsaber Swinging (assuming diff 2 like last time)
5 Success, 4 Advantage, 2 Failure, 1 Threat
Total: 3 Success, 3 Advantage
so that's 10 damage before your soak, but thei guns no longer work.
Rolls
Frightened shooting
4 Success, 2 Advantage, 1 Failure, 7 Threat
Total: 3 Success, 5 Threat
Mordecai Defense
1 Failure
Total: 1 Failure
Rolls
Marauders firing
1 Success, 3 Advantage, 3 Threat
Total: 1 Success
Rolls
Soldiers 1
4 Success, 1 Advantage, 2 Threat
Total: 4 Success, 1 Threat
So final count, group 1 and 3 are down to 2 members with group 2 having a setback trying to be more cautious with their shots. The marauders are down to 3, while Mordecai took 10 damage before soak.
And we're back to you now.
Rolls
Soldiers 2
2 Success, 1 Advantage, 2 Failure, 2 Threat
Total: 1 Threat
Using advantage to give boost to Marauders.
Rolls
Slice and Dice the Puny Mice
4 Success, 3 Advantage, 1 Failure, 2 Threat
Total: 3 Success, 1 Advantage
5 damage before soak and you get a boost to attack him next time.
Rolls
Soldiers 3
3 Success, 1 Failure, 1 Threat
Total: 2 Success, 1 Threat
Rolls
Marauders
2 Success, 1 Advantage, 2 Threat
Total: 2 Success, 1 Threat
The second group shoots at the jedi. they have to stand out in the open. He blast hits Mordecai in the chest, knocking the air from his lungs.
the second group hits even though it says they didn't because a triumph counts as a success, but the roller doesn't account for that apparently.
It does 9 damage before soak and you are winded (you cannot voluntarily suffer strain.)
Now group 1 and 3 only have one member left, the marauders only have 2, and you took 4 and 9 damage before soak.
You will have a boost when you attack squad 2 and 3 next.
Rolls
Soldiers 1
2 Success, 1 Advantage, 1 Failure, 2 Threat
Total: 1 Success, 1 Threat
Soldiers 2
3 Success, 1 Advantage, 1 Triumph, 2 Failure, 3 Threat
Total: 1 Success, 2 Threat, 1 Triumph
Critical - (1d100)
(81) = 81
Mordecai continues his assault, doing his best to draw fire from the Marauders.
Not sure what I mechanically do with a triumph but I'd like to use it to wreck all the guys in proximity.
Rolls
Swing at 2
3 Success, 2 Advantage, 1 Triumph, 2 Threat
Total: 3 Success, 1 Triumph
Rolls
Marauders
2 Success, 4 Advantage, 1 Threat
Total: 2 Success, 3 Advantage
They don't manage to get past your soak.
Rolls
Soldiers 2
2 Success, 2 Advantage, 1 Failure, 2 Threat
Total: 1 Success
Can I just end group 2 with that and call it a fight?
Rolls
Slice'nDice
4 Success, 4 Advantage, 1 Triumph, 2 Failure
Total: 2 Success, 4 Advantage, 1 Triumph
You hear the familiar snap-hiss of a lightsaber behind you and turn in time to see a red blade stab through your squadmate. The Sith raises his hand and throws the remaining Marauder into the wall where he lies in a crumpled heap.
For this, I want to try out the order 66's dueling rules (unless you have some strong objections to them) found here http://www.d20radio.com/forums/viewtopic.php?f=166&t=14273
Mordecai's face is expressionless as he looks at the corpses of his men. His saber extends and he drops his cloak off of his shoulders, revealing armored robes beneath it. "You just made your final mistake Sith worm." Mordecai drops into a battle stance.
Rolls
Vigilance
4 Success, 1 Advantage, 1 Triumph
Total: 4 Success, 1 Advantage, 1 Triumph
Mordecai explodes out of the stance towards his opponent, looking to put the Sith off balance with his speed and ferocity.
Assuming 3 purple because Sith.
Rolls
Bull Rush
3 Success, 5 Advantage, 1 Triumph, 1 Failure, 1 Threat
Total: 2 Success, 4 Advantage, 1 Triumph
Rolls
Resilience
1 Success, 2 Advantage, 1 Failure, 4 Threat
Total: 2 Threat
Whoops, didn't think those added properly to the first role so i guess ignore the second
Rolls
Lightsaber
4 Success, 7 Advantage, 2 Failure, 2 Threat
Total: 2 Success, 5 Advantage
Advantages from previous
Rolls
Lightsaber
4 Success, 1 Advantage, 4 Failure, 3 Threat
Total: 2 Threat
Forgotten Defense
2 Failure
Total: 2 Failure
Using however many advantages to get an upgrade on this check and the rest as setbacks for him.
Also, ouch. Mordecai is brutal. Can I use the 4 advantages/successes to get a crit or something?
Rolls
Brawl
4 Success, 4 Advantage
Total: 4 Success, 4 Advantage
From threat last round
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Rolls
Critical - (1d100)
(40) = 40
I'll need a dicipline check for stay conscious.
Rolls
Lightsaber
3 Success, 1 Advantage, 2 Triumph, 3 Failure, 2 Threat
Total: 1 Threat, 2 Triumph
Rolls
Dicipline (Assuming Will?)
2 Success, 1 Advantage, 1 Failure, 2 Threat
Total: 1 Success, 1 Threat
Perception
2 Success, 2 Advantage, 1 Failure
Total: 1 Success, 2 Advantage
Take a strain from your threat. Also Mordecai kicked the shit out of the sith.
If you can make a 2 purple Perception with 2 setback please.
Rolls
Perception
1 Advantage, 3 Threat
Total: 2 Threat
Make an Athletics 1 setback to dive out of the way or whatever you'd like to try.
Rolls
Matrix that ish
4 Success, 3 Advantage, 1 Failure, 1 Threat
Total: 3 Success, 2 Advantage
Initiative (Vig)
2 Success, 3 Advantage
Total: 2 Success, 3 Advantage
Rolls
Cool
1 Success
Total: 1 Success
Rolls
Cut the Butt (lightsaber)
5 Success, 1 Advantage, 1 Failure, 3 Threat
Total: 4 Success, 2 Threat
You'll have to get your saber repaired later when you have access to tool. You also have a boost to your next action.
Rolls
Ranged heavy
2 Success, 1 Advantage, 1 Triumph, 2 Failure, 3 Threat
Total: 2 Threat, 1 Triumph
Rolls
Blunt force trauma (brawl)
5 Success, 3 Advantage, 2 Failure, 1 Threat
Total: 3 Success, 2 Advantage
Rolls
Perception
2 Success, 1 Advantage, 2 Failure, 2 Threat
Total: 1 Threat
Rolls
Gotta go fast!
5 Success, 2 Advantage, 3 Failure, 1 Threat
Total: 2 Success, 1 Advantage
Rolls
Perception
1 Success, 3 Advantage, 2 Threat
Total: 1 Success, 1 Advantage
Boost from advantage
Rolls
ranged (light)
3 Success, 1 Threat
Total: 3 Success, 1 Threat
Once your hearing comes back, you notice your comlink is chiming. "This is General Yardor. Good work out there soldier. No I need you to report to the rear HQ as soon as possible."
Continued in the upcoming main thread.