Boundless - Hangar
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As he is telling all that, Charlie removes Sea Monster, his axe, from its holder, and looks back at Steef. "Weapon or hand to hand, any preference?"
Or, again, just wrestle (with Force). A bit strange for the Jedi, but hey!
Hey, Cep, I remember I described Charlie's jacket as armored, but should I actually count it as light armor? It isn't a bulletproof vest, per se. XD
And if we're training, do we count wounds as normal but just pretend they are just fatique, and not wounds?
IE: If Charlie gets his arm cut off in this fight and doesn't get a replacement by the next one, he will be at full health and with no penalties unless A) I say he does because it's dramatic or B) You say he does because it's dramatic. And you can count the armor as light or heavy but for martial arts characters it lowers your agility by one, hence why Jedi don't wear much armor. Again the rules are very light. It doesn't count as armor unless you want it to. A Jedi in robes vs. armored robes would have the same armor if the player doesn't want that penalty/bonus. It's all cinematic.
And I'll go with light armor, this isn't that big a penalty - plus, he is supposed to be more armored. Even Jedi need brute force! But speaking of "it doesn't count unless you want it to", does it mean that I can ignore the penalty outside of a fight if I want to? :D
Steef, should we start? Roll for initiative?
Passive Dodge: 14-1 (Martial, -1 for armor)
Toughness: 8+1 (+1 for armor)
Edit: actually, Martial is 13, forgot to substract for armor.
Rolls
Initiative - (1d6+6)
(6) + 6 = 12
I suppose now I'll wait until you act?
Cep, how will Defend action (which is active for a round) work if I'm the last in order? Does the bonus carry on to next round or is it useless in this case?
And Steef, would you mind giving me your Dodge rating? XD
Then it was an attack for 1 AP. My Martial is 13, +6 for focus, total 19.
Since it is hand to hand, if it hit, damage is: 8 (My Strength) + 1 - Steef's Toughness + Outcome (My roll result - Steef's Dodge). Correct?
Rolls
Friend Throwing
Rolls
Reflex for dogging
...also, did my attack hit? :D Is Steef flying?
Edit: and you don't roll for dodge, it's passive. The passive dodge is the highest between Guns/Martial, and if use an AP, you get +3.
You have to roll for your attack, though - plus, you have 2 AP remaining (unless you used 1 for Dodge +3?). :D
For an attack, you have to roll an open Feng Shui roll with AV of your Martial.
Also, here are all available actions for AP.
You get 3 actions in a round of combat. Attacking, Focusing (adding a +3 to attack), Defending (adding +3 to defense) and moving are all 1 action each. So if, for example, you wanted to go all out offense you would Focus twice and attack. Or you could attack three times and hope that one of them gets through. You could also spend all your time Defending, as well.
In this case you have Steef attacking and that uses 1 action, but you've still got 2 to use. Only attacks are rolled. You go under Advanced and next to Add New Roll you click the drop down and select Feng Shui and then put your skill level in the AV part. In this case, Martial Arts which is a 13. And that's how you attack.
Rolls
attack
Yours is 7+1+(21-13)-9=7 wound points. (Assuming all your Boby attributes are 7.)
Let's do all the damage! XD
Cep, I forgot to ask, is Initiative round-based or constant for the whole fight?
...wow, you're good at rolling 6s. XD This will be 6 wound points. You still have 1 AP, I believe.
In hindsight, I should've gone with 3 attacks.
Rolls
FIsts
I propose we fight until second impairment - 30 wounds. First impairment happens at 25, and adds -1 penalty to all AV.
I'll keep track of wounds.
Steef: 9 wounds
Charlie: 13 wounds
Rolls
Strike!
And Strike Again!
And Again!
Two attacks didn't hit, the second one caused 4 wounds.
Rolls
Punches!
More Punches!
Even more Punches!
Rolls
Slamming!
Tackling!
...Punching?
Rolls
Punch
More Punches!
Even more Punches!
They each will do 2 wounds then.
Unrelated, but I think we are pretty evenly matched - our Martials are equal, and so everything is up to luck. And maybe using Defence/Focus.
Rolls
Left Hook!
Right Hook!
...Uh, Middle Hook?
Rolls
Trying to beat Charlie!
Trying to beat Charlie again!
Trying to beat Charlie again again!
Current wounds:
Steef: 20 wounds
Charlie: 15 wounds
Note for myself for tomorrow:
Damage Ratings (accounting for opponent's Toughness)
For Charlie attacks: 2 + Outcome (Roll - 13)
For Steef attacks: -1 + Outcome (Roll - 13)
Difficulties
To hit Charlie: 13
To hit Steef: 13
Edit: I'll wait until boxcar resolves to act the next round, so I'll probably continue tomorrow too! (Also, wow, these fights are fun? Very dynamic, I start to quite enjoy this system)
As the Knight recovers from the brutal assault he realizes that he feels something wet and squishy in his hand. Blood? No. A snack cake. It appears that the attack has broken open a cargo container of someone's personal property. Snacks, candy, jerky are now strewn across the hangar deck. Easily hundreds of credits worth of someone's stuff is spilled on the deck.
My new wounds are 28 then, first impairment, but we're not yet done! But we gotta deal with the property damage first, I think? Or i guess we can just finish it, and then act on the fallout. XD I have to resist the urge to throw a cake at Steef. Gotta be a responsible Jedi.
As Steef approaches to assess the damage, Charlie waves at him to signify that he's okay, although the same can't be said about the containers. "Let's finish this quickly and do some cleaning?" He eyes his hand, trying to shake off the cream. "I'll try not to get cake all over your robes."
1 AP for defense (you need 15 to hit me now), two attacks.
Rolls
Grab!
And then grab again!
Rolls
Punch
More Punches!
Even more Punches!
And I belive this is it, with final count:
Steef: 22 wounds (or 21, if my Strength was impaired, I'm not sure here)
Charlie: 39 wounds
...which, actually, should be a death check for me. Uh, do I do it? O...o
Rolls
Do I need some rest?
"Would you share whom these snacks belonged to? It seems we owe them an apology. I wonder if I can list it as collateral damage for mission funds..." he scratches his beard, sending a mischievous glance at Bryant.
He turns back to Lieutenant Bryant. "I'll make sure that Academy knows that "spare parts" were required for our noble mission," he winks, throws his robes on and fixes Sea Monster back in its holder. "Thank you for hospitality, gentlemen! I think we will head to refill our energy at the Cafeteria for now and then check to whom we own some cakes." He looks at Steef, checking if there's anything else his friend wishes to do before leaving.
After getting pointed towards the right storage containers, Lark contemplates for a moment how can he manage to transport them back to his quarters - he probably packed way too many pieces of scrap and various details, there really wasn't a need for two crates full of metal, - but ends up just grabbing the lighter one and deciding to return for the other one later. Oh yeah, and he hopefully won't forget clothes and other stuff, haphazardly pushed into the smallest container.
His thoughts turning towards what new things he can build, Lark makes his way out the Hangar, navigating the route to the Padawans's Quarters.
After meeting the cantankerous captain of the Atria Contract in Novania Spaceport, he left Arkania without incident and made very quick time to Coruscant, there boarding without delay the shuttle that would take him to the Boundless. The hanger of the Thranta class corvette was larger than Bev imagined from the outside and quite efficiently filled. Taking social queues from those around him, Bev walked directly for the exit, making haste to find the Jedi Masters his urgent message was meant for.