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Psychofish rolled 6 10-sided dice:
7, 3, 9, 4, 10, 10
Total: 43 (6-60)
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Posted: Mon Jul 17, 2017 9:18 am
That's all I can think of atm. I'll roll my dice here for Tuyoshi's turn, but I'm on my phone so I can't dio a full post as easily.
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Psychofish rolled 6 10-sided dice:
7, 5, 6, 8, 6, 9
Total: 41 (6-60)
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Posted: Mon Jul 17, 2017 9:33 am
Rolling explosion first, then the rest for damage, but I may wait on an Ayame's call to pick damage dice/ do a different action with my succeeded grapple.
I mean, theoretically he could beat my roll...
27+9+7= 43 to grapple, and damage between 11 and 14.
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GustyFox rolled 5 10-sided dice:
5, 3, 7, 6, 9
Total: 30 (5-50)
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Posted: Fri Jul 21, 2017 3:58 pm
A super late awareness check
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Psychofish rolled 7 10-sided dice:
3, 5, 3, 6, 4, 4, 2
Total: 27 (7-70)
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Posted: Thu Jul 27, 2017 12:27 pm
5k3 for moar grapple.
6+5+4=15
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Posted: Sun Jul 30, 2017 12:36 pm
GustyFox Chiharu seems worried, yet impressed by the man's determination. She thinks for a while and finally anounces: —Are you a ronin? If there is any samurai blood in you veins, and if Miya-sama allow me, I'm willing to offer you a chance and hire you as my servant.Chiharu then turns her attention to the Miya, wondering if she would agree. You will note that he has no daisho/katana/wakizashi. Most ronin tend to have at least a katana. And while it's possible, it might not strike you as likely. I'll address this IC as well as soon as post, but feel free to do something more for your turn.
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Posted: Mon Jul 31, 2017 10:57 am
Thank you for the heads up, Rain Yupa. I made a minor change but mostly I'm going to keep with the post.
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Posted: Mon Jul 31, 2017 7:55 pm
Still not getting any real leisure time at computer, but if I have a few minutes between calls tomorrow I can probably work out a quick reply. I'm trying to think of more for Tsyushi to do than look skeptical and defer to the Miya though.
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Posted: Mon Jul 31, 2017 8:11 pm
Rain Yupa I'm probably just going to have Ayame be an NPC imperial until the player's schedule changes where they can post again. If the two of you are okay with it, I'm going to roll for Ayame's instructions how to resolve this combat. Before I roll, the table will be: 1- Execute the bandit. 2- Defeat the bandit and leave him here. 3- Defeat the bandit, bind him, and bring him with us. 4- Defeat the bandit, bind him, and bring him back to the farming village we left and ask them to hold him. 5- Defeat the bandit, bind him, and wait until he recovers so he can be interrogated. 6- Intercept the bandit until she can ride ahead since he seems to be after her, then the two of you can catch up to her later. Does that cover all likely possible orders she could give? I don't think I missed anything. Neither of you have answered. Are you okay if I roll to see Ayame's instruction, since her player has not been frequent enough to be reliable in this combat, post-wise?
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Posted: Tue Aug 01, 2017 9:13 am
Sure, I'm ok with Ayame NPC, and the table seems ok too.
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Rain Yupa rolled 1 6-sided dice:
4
Total: 4 (1-6)
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Posted: Tue Aug 01, 2017 5:49 pm
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Psychofish rolled 3 10-sided dice:
3, 4, 7
Total: 14 (3-30)
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Posted: Wed Aug 02, 2017 7:41 pm
Rolling explosions on my second ten.
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GustyFox rolled 2 10-sided dice:
10, 8
Total: 18 (2-20)
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Posted: Fri Aug 04, 2017 6:57 am
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Posted: Sat Aug 05, 2017 11:40 am
GustyFox the peaceful shugenja steps away from the bandit nodding in disappointment while he keep struggling against the magistrate. Hearing the order of the Miya Chiharu complies, leaving the scroll satchel aside she now have her shakujo (bo) in both hands, targeting the knife for a disarm ( rolled 18 ) As a heads up, there's two things wrong with that plan: *Disarm maneuvers require 3 raises, and the number of raises you can make is 2 (because you have Void 2). *You need to be trained in a skill to make raises in it, and you have 0 ranks in Staves. You COULD alleviate the second one by spending a void point in single rank in Staves (giving you +1k0) and thus enabling you to call raises... but it doesn't ignore the hard limit of 2 raises per your Void Ring. Plus, 3 raises is +15 to the target's Armor TN and though being unarmored and grappled reduces his Armor TN to 5, you would then TECHNICALLY miss with an 18. sweatdrop (though that 10 turning into a 12 from an explosion would help ninja ) You can change your post, and if you roll for something different, keep the two dice you rolled in addition to any other dice you need.
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Posted: Mon Aug 07, 2017 11:15 am
Rain Yupa GustyFox the peaceful shugenja steps away from the bandit nodding in disappointment while he keep struggling against the magistrate. Hearing the order of the Miya Chiharu complies, leaving the scroll satchel aside she now have her shakujo (bo) in both hands, targeting the knife for a disarm ( rolled 18 ) As a heads up, there's two things wrong with that plan: *Disarm maneuvers require 3 raises, and the number of raises you can make is 2 (because you have Void 2). *You need to be trained in a skill to make raises in it, and you have 0 ranks in Staves. You COULD alleviate the second one by spending a void point in single rank in Staves (giving you +1k0) and thus enabling you to call raises... but it doesn't ignore the hard limit of 2 raises per your Void Ring. Plus, 3 raises is +15 to the target's Armor TN and though being unarmored and grappled reduces his Armor TN to 5, you would then TECHNICALLY miss with an 18. sweatdrop (though that 10 turning into a 12 from an explosion would help ninja ) You can change your post, and if you roll for something different, keep the two dice you rolled in addition to any other dice you need. Thank you. I forgot about the void limit to raises, indeed. And I knew I would only hit if I rolled two 10s razz I can't explode cause I don't have the skill and I choose not to expend the void. I knew chances were low but I don't see Chiharu willingly doing damage in such situation. I guess she just misses.
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Posted: Fri Aug 11, 2017 5:37 pm
Psychofish ((Is an action required to bind/to oppose future escape attempts, or is success assumed in this circumstance?)) The bandit will be unable to even attempt an escape roll without spending a void roll, and even then he has a +40 TN penalty. He'll have to make Agility/Sleight of Hand rolls vs TN 15 if you don't make an Agility/Sailing (Knot-work) roll to give him a higher TN (which remains static until freed or success). Once he rests long enough to start making checks without spending void points, he can keep attempting until he escapes. Every night he rests, he recovers his insight rank + 2xStamina wounds, so assuming he has 1 insight rank and 2 stamina and 0 ranks in Sleight of Hand, it will take him 5 days of full rest to bring it to a TN below 20 (meaning he can succeed with a straight 2k2 unskilled) if you don't make the roll. If he gets lucky with a void point roll, he might be able to escape under his own power in as early as 3 days. If you feel like you must roll, you may do so, but if you get lower than 15 that'll increase his odds of escape.
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