Game Play

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Jul 7, 2021 7:30 pm
"Perfect." Oskara sighs.

She looks at Vorn. "You may want to get down."
OOC:
3 advantage? Is that good?
Last edited July 7, 2021 7:32 pm

Rolls

Initiative

2 Advantage, 2 Failure

Total: 2 Failure, 2 Advantage

Correct die

1 Advantage

Total: 1 Advantage

Jul 7, 2021 7:37 pm
OOC:
Vigilance

Rolls

Initiative

1 Advantage

Total: 1 Advantage

Jul 7, 2021 10:15 pm
SchadDad says:
OOC:
3 advantage? Is that good?
No. :-)

Advantage during Initiative Rolls act as tie breakers. Right now those four pig-boys are leading the way with their 1 success.
Once we get all the initiatives out of the way I'll give brief overview of combat and initiative order.
Jul 7, 2021 11:19 pm
"raaaaaahhgh aarrragghuuhw raaaaaahhgh awwgggghhh wuuh uughguughhhghghghhhgh aarrragghuuhw huurh raaaaaahhgh aaaaahnr uughguughhhghghghhhgh!"
[ +- ] Wookie
OOC:
did I do that right?
Last edited July 7, 2021 11:21 pm

Rolls

Vigilance

2 Success, 1 Advantage

Total: 2 Success, 1 Advantage

Jul 7, 2021 11:36 pm
Quote:
OOC:
did I do that right?
Nope. The roll should be one Yellow and One Green.

Here's why:

The Vigilance Skill is based on the Willpower Characteristic. So whenever you're making a skill check you find the appropriate Skill Level and corresponding Characteristic Value. For Lowhhrick that would be 1 Vigilance and 2 Willpower.

Then you take the higher of the two numbers, so 2 in this case, and that is the starting number of Green Dice to use. You then take the lower number and replace that many of the Green Dice with Yellow Dice (This is called Upgrading your dice pool).

So Vigilance for Lowhhrick would be 1Y and 1G.

Hope that makes sense. Go ahead and make another roll when ready.
Jul 7, 2021 11:41 pm
OOC:
OK rerolling now, i am the kind of person that learns best from doing or seeing something done more than from instructions if that makes sense? Then the written clicks for me.
Last edited July 7, 2021 11:42 pm

Rolls

Vigilance

2 Success, 2 Advantage

Total: 2 Success, 2 Advantage

Jul 8, 2021 12:29 am
Rizzoxiii says:
OOC:
OK rerolling now, i am the kind of person that learns best from doing or seeing something done more than from instructions if that makes sense? Then the written clicks for me.
I’m the same. When I was first learning this game I had to read the die pool section three or four times and play with some dice before it finally clicked.
Jul 8, 2021 12:30 am
OOC:
Initiative

Rolls

Vigilance

1 Advantage

Total: 1 Advantage

Jul 8, 2021 12:30 am
OOC:
DidvI roll my initiative right?
Last edited July 8, 2021 12:30 am
Jul 8, 2021 12:31 am
I got a headache trying to figure that out lol
Jul 8, 2021 12:37 am
Squadfather44 says:
OOC:
DidvI roll my initiative right?
Nope. Same reason as Lowhhrick. Pash has 2 Willpower and 1 Vigilance, so 1Y1G. Go ahead and reroll when you get a chance.
Jul 8, 2021 2:10 pm
Really?...right now. Pash says as the gamorians rush in.

Rolls

Initiative

1 Success

Total: 1 Success

Jul 8, 2021 10:25 pm
OOC:
Oskara: 0 Success / 1 Advantage
Lowhhrick: 2 Success / 2 Advantage
Pash: 1 Success / 0 Advatnage
Vex: 0 Success / 1 Advantage
Thugs: 1 Success / 0 Advantage

Initiative does not determine individual PC order, but rather PC and NPC slots. With the above rolls the initiative order would be:

PC
PC
NPC (Minion Group)
PC
PC

During a Round every PC will get one turn. When that turn occurs within the round is entirely up to the players. When a PC slot comes active ANY player that has yet to have a turn during the round can go. This order can change every round as well, so it's possible that say Pash acts last during round 1, but first during round 2 - this can be pretty useful from time to time.
During your turn you can take one Action and make one Maneuver.

An Action is anything that requires a die roll (Attacking, trying to slice a door lock, etc.).
A Maneuver is anything that requires a non-insignificant amount of time to do. This includes drawing/readying a weapon, moving, aiming, etc.

You CAN gain a second Maneuver in one of three ways (but can NEVER have more than two per turn)
1) Give up your Action for a Maneuver.
2) Suffer 2 Strain.
3) Spend two Advantages from your Action die roll.

For example, in the current situation a character could:
1) Maneuver: Draw a Pistol.
2) Suffer 2 strain to get a second Maneuver.
3) Maneuver: Aim (adds a boost die to your attack roll).
4) Action: Attack.
To conduct an attack you first choose one of the weapons on your sheet. Each weapon will have a corresponding skill to use when you make an attack, a damage value, range, and a critical value. The skills work just like before, find the skill and the corresponding characteristic and build your dice pool.

Difficulties of attacks are ALWAYS based on range:
ENGAGED - MELEE/BRAWL: 2 Purple
ENGAGED - RANGED LIGHT: 2 Purple
ENGAGED - RANGED HEAVY: 3 Purple
SHORT - RANGED: 1 Purple
MEDIUM - RANGED: 2 Purple
LONG - RANGED: 3 Purple
EXTREME - RANGED: 4 Purple

So for VEX to hit a target at Medium range with a Light Blaster the die pool would be:
2 Green (Ranged-Light Skill[0] - Agility Characteristic[2]) and 2 Purple (Medium Ranage)

If VEX takes a maneuver to aim, an extra Blue die would be added to the pool.

Any hit (at least one success) would cause the base damage of the gun (5) plus the number of successes.
Range Bands:
Engaged: Close enough to touch.
Short: Several meters. Moving to anywhere within short range requires one maneuver (to close to Engaged for example).
Medium: Several dozen meters. Moving from short to medium range requires one maneuver.
Long: Further than a few dozen meters. Moving from medium to long requires two maneuvers.
Extreme: Furthest range at which two targets can interact. Moving from long to extreme requires two maneuvers.
Yep, lots of text, sorry about that. Read as much/little as you like - we can cover specific as the come up. Actual play post coming right up!
Jul 8, 2021 10:34 pm
The Gamorrean pauses just for a second as its beady little eyes try to adjust to the darkness of the shop. It grunts to the others who all start to head towards the doorway, but his momentary pause gives the heroes a chance to act before the thug can get in the first strike.

Knowing what is about to happen Vorn takes cover behind his counter and pleads. "Just don't break anything!!
OOC:
There are four thugs, all of which are at Short distance from the PCs. Two PC turns then the thugs will have a go.

Round 1:
PC, PC,
Thugs,
PC, PC
szemely sent a note to szemely
Jul 9, 2021 12:44 am
"Why can't you just leave us alone!" Oskara raises her rifle and fires into the group of thugs.
OOC:
Maneuver to ready, 2 stress to aim, fire

I think I'm at 6 stress?
Last edited July 9, 2021 12:48 am

Rolls

Pew pew Heavy ranged

2 Success, 5 Advantage, 1 Threat

Total: 2 Success, 4 Advantage

Boost

2 Advantage

Total: 2 Advantage

Jul 9, 2021 1:43 am
OOC:
So looking at Oskara's weapon it has a base Damage of 9, so with the 2 successes, that's 11 total damage. Since the enemies you're fighting are a Minion Group, they have a shared Wound Threshold pool, so any carry over won't be wasted.

The Gamorreans have a Soak value of 3, which means the 11 damage is reduced to 8 and then applied to the group's shared Wound Threshold. As each Gamorrean has a Wound Threshold of 6, this will kill one outright and apply 2 damage to the rest of the group. (Group's Wound Threshold goes from 24 to 16.)

Now, with the 6 Advantage you have several options:
1) Activate a weapon quality.
2) Reduce Stress (1 Stress per Advantage used in this fashion).
3) Give a Boost (Blue) die for ANY Allied player to use (2 Advantage)
4) Give a Boost (Blue) die to the NEXT Allied player to use (1 Advantage)
5) Any other thing we might come up with that makes sense!

In this case, if you spend 3 Advantage (which is your weapon's Critical Rating), you'll score a Critical Hit on the group, which will automatically kill another minion, reducing their Group Wound Threshold by 6. You could then spend 2 more Advantage to reduce your Stress to 4, and spend the last Advantage to allow whoever goes next to add a Boost die to whatever check they make.

The choice is yours.

Any Advantage that you don't spend is wasted. And everyone will have a chance to recover some Stress at the end of the encounter automatically.
Jul 9, 2021 2:47 am
OOC:
I'll do the crit, stress, boost. Narrate as you you fit :)
Jul 9, 2021 3:12 am
With two quick squeezes of the trigger Oskara drops the first two Gamorreans through the door. The other two rush in, stumbling just a bit over the bodies of their fallen comrades.
OOC:
Next PC to act gets to add a Boost (Blue) die to their Action.

Round 1:
PC, PC,
Thugs,
PC, PC
szemely sent a note to szemely
Jul 9, 2021 12:19 pm
As soon as Pash sees the Gamorians rush in, he draws his blaster and fires.

Rolls

Blaster

3 Success, 2 Advantage, 1 Threat

Total: 3 Success, 1 Advantage

Jul 9, 2021 1:42 pm
OOC:
Pash has 1 in the Ranged-Light Skill and 3 in the Agility Characteristic, which means the roll should have been 2 Green and 1 Yellow. But he also gained a Boost (Blue) die from Oskara. Let's remove the second Yellow an replace with a Blue.

**ROLLS**

Ha! Same result. So with three success, we get 9 total damage. Subtract 3 from the bad guys' soak and that's six damage, which wipes another bad guy.

You now have one Advantage to spend!

Play post upcoming!

Rolls

Boost

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Teemo Thug's Attack on Lowhhrick

3 Success, 1 Advantage, 1 Failure, 1 Threat

Total: 2 Success

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