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File: Vexcom One.jpg (423 KB, 2418x1466)
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This old grand city has seen better days. The stalls sell food a week too old, the government clerks drown their sorrows to avoid dealing with the news of a war they can't win, gangs rule the streets; a tiny thousand tiny monarchies with a thousand tiny kings looking to make it big.
>>
File: Vexcom Rules.jpg (1.11 MB, 2468x2904)
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And then there's you. Fresh of the boat, arrived on a caravan, a long-time citizen caught up in it all, a wanderer, a friend, caught up in it all.

Otis Steeleye is looking for scrappers to solve a problem with Slice Rats. A jostle for turf. Your way pay off debt, your way to pay off a marker, repay the favour, maybe even make it big.


So who are you? Tell us a little about yourself. We all get all sorts around here; the city is a big place.

#Name
EVA: 1/3x[React+Tech+Luck] round up | DR: 0 | BAR: Half [Chr+Proc]

HP: xx/yy | SP: xx/yy | ALC: squareroot of [REAC+CHRC+Grit]

RESI 1 | REAC x | GRIT x | PROC x | TECH x | CHRC x | SENS 2 | LUCK -1

Style
Flourish 1
Flourish 2
>>
File: Flourishes.jpg (447 KB, 2468x1305)
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Ah, friend, everyone has secrets. Little tricks. Maybe you'll show us a few of your moves?

You've earned 2 Flourishes; so pick them here if you want.
>>
Rolled 2, 3, 4, 3, 2, 2, 2, 4, 3, 5, 5, 5, 3, 2 = 45 (14d6)

>>4338590
>>
Rolled 2, 2, 2, 6, 4, 4, 1, 2, 2, 2, 4, 5, 3, 4 = 43 (14d6)

>>4338590
Set #2
>>
Rolled 4, 4, 4, 2, 2, 6, 6, 1, 6, 6, 4, 1, 4, 2 = 52 (14d6)

>>4338590
First roll.
>>
Rolled 3, 6, 3, 6, 5, 1, 5, 5, 3, 1, 6, 2, 6, 5 = 57 (14d6)

>>4338607
Second roll.
>>
Rolled 1, 5, 3, 2, 2, 3, 4, 5, 3, 4, 4, 3, 4, 3 = 46 (14d6)

>>4338590
Rollin for stats in case I join, don’t mind me
>>
Rolled 4, 5, 3, 2, 6, 2, 2, 4, 5, 4, 2, 5, 3, 6 = 53 (14d6)

>>4338590
>>
>>4338614
One never does, fortunate friend.
>>
Rolled 6, 2, 6, 2, 2, 3, 5, 5, 4, 3, 2, 3, 1, 2 = 46 (14d6)

>>4338590
Second roll
>>
>>4338591
Some questions:
Is the middle column one of flourishes or of styles? And do we all get 2 flourishes and 1 style or is it affected by a stat?
>>
Rolled 6, 5, 3, 4, 6, 3, 1, 4, 5, 3, 6, 4, 3, 4 = 57 (14d6)

>>4338590
No chance of beating these people up with a bit of gutter pipe and a tabletop?
>>
>>4338590
Second set cause first one sucked
>>
Rolled 4, 5, 2, 2, 5, 6, 5, 6, 3, 3, 2, 1, 4, 5 = 53 (14d6)

>>4338632
>>
>>4338630
If you can find some, perhaps you might be lucky enough to do so.

>>4338629
Styles >>4338590 are found here, you get one. It gives you some abilities and bonuses and a few gains.

>>4338591
Flourishes are any of these; from Knife to Obstacle course to a spot in the fighting rings. You get two of those.
>>
Rolled 5, 2, 1, 2, 2, 2, 6, 2, 4, 5, 6, 5, 4, 1 = 47 (14d6)

>>4338590
>>4338590
I like dice
>>
>>4338638
Thanks for the explanation and sorry for my idiocy
>>
>>4338638
Everyone here?
Right. I'm going to stand there, and... slug 'em out one.
Just... bam! Right on the mouth. Works every time.
Rest of you can go figure something out.

Hey, boss, remind me about the oakbreaker again. Takes a bit of windup, yeah?
How's that work?

#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 16/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
>>4338662
Stars know it's hard enough to find out how the city works as the best of times. Ask as many questions as many times as you need to ask them.
>>
>>4338674
Hey, how exactly does Bleed work?

Also, what stat is used for Grab?
>>
>>4338590
I’ve got some stats with first and second number being equal. Do I round em up or down?
>>
>>4338688
You're dividing by two, Anon...
>>
>>4338648
Benji just got fired from his office job and no amount of anger management classes will calm him down now.

> Corporate
> Just That Good

#Benji
EVA: 3 | DR: 0 | BAR: 5

HP: 14/14 | SP: 22/22 | ALC: 3

RESI 6 | REAC 1 | GRIT 2 | PROC 4 | TECH 5 | CHRC 7 | SENS 8 | LUCK 3

Stoic and Steely (Guard+2, Punch+1)
Meditation Practise
Anger Channeling
>>
>>4338691
I’m not completely retarded anon, I’m talking about the divided number
>>
>>4338687
Usually it involves a lot of cataclysmic punctures into your internals. Humans are such easily hole-addled bags of metabolic by-product.

Bleed hits you for as much as its worth every time you take an action; but targets can roll Resilience to try to Staunch it. if you nick an important vein, people will end up on the ground-side real quick.

As for Grabbing, it's a trick of Grit. More strength makes it easier to hold on to people.

>>4338688
Enjoy your freedom to choose! I would, if I were you, round up friend. Seems unlikely to much relevant though.

1+1 = 1
2+2 = 2
3 + 3 = 3
4 + 4 = 4
5 + 5 = 5
6 + 6 = 6

>>4338673
See, when you want to break a tree or a man or Watcher or a gate, what you do is - right - what you do is, Scryiji, you wind up real slow and you plant your feet and you swing.

Every turn is crew phase and world phase.

Things delayed by a phase trigger at the end of the next one. So when you swing with an Oakbreaker, you wind up a long slow punch that happens at the end of people moving.

This means if you time your swing right, you land it right as people are coming at you. And if you're mean spirited, you might Guard, they attack you, you knock them on the ground, and then you let loose. Otherwise, you might want a friend to grab on to someone and hold them in place.
>>
>>4338694
I think I did that right
>>4338697
round it up if the first number is bigger
>>
>>4338699
The thing is, both numbers are equal. It’s a 11 divided by 2, so 5,5. So there is no bigger number. But OP said to round it up so I’ll do that
>>
>>4338706
You get an 11 on 5+6 or 6+5; if it's first you've got a little less lucky and round. If it's the second, you got pretty lucky and round up.
>>
>>4338590

Welp, here I am.

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 20/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
>>4338607
Going with this set.

---

HP: (5+4)*2 => 18+x
SP: (3+4)*2 => 14+x
ALA: √5+3+4 => 3
EVA: (5+7+7)/3 => 6
BAR: (3+4)/2 => 4

Res: 1+(4+4)/2 => 5
Rea: (4+2)/2 => 3+2 => 5
Gri: (2+6)/2 => 4
Pro: (6+1)/2 => 4
Tec: (6+6)/2 => 6+1 => 7
Cha: (4+1)/2 => 3
Sen: 2+(4+2)/2 => 3
Luc: -1+(6) => 5+2 => 7


> Assault Course || +1 Rea || Gain Military background ||
> Just that Cool || +2 Luc || Spend 5sp to make 10s triple hits and add Luc. ||
> Graceful and Gliding || +1 Tec, +1 Rea || +1 kick, +2 parry || Gain {Flow}. || Gain {Sweeping Kick}. ||
> Run with the Slicers || +1 kick, +1 grab || Gain {Push Kick} ||
> Three-On-One defense assessment || +1 parry || Gain {Redirecting Parry}. ||

---

#Oliver Haavisto
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry the redirect margin hits at another target.
>>
>>4338598
>>4338603
>>4338590

Going with Set #1

"Ready when you are."

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 16/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
>>4338713
It appears that I’m a fucking idiot. Sorry for misreading the rules and wasting your time
>>
>>4338742
Don't worry about it. This kind of thing takes a long minute to wrap your head around. It's a learning thing, we all get it step by step.
>>
>>4338739
Delight Kouga, good to have you with us. Try not to step on anything fragile. It might be you're. . . cursed.

Right fellas, let's see what we've got to scrap with...
>>
File: Scene 1.jpg (282 KB, 1468x1205)
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Market day was yesterday in this Ward and the stalls are still here, now ghostly bones abandoned by their merchant masters. The Slice Rats haunt this territory, scoring for scraps...



>hold
>>
Rolled 5, 6, 4, 5, 1, 4, 2, 1, 1, 2, 2, 4, 5, 3 = 45 (14d6)

>>4338590
First
>>
Rolled 3, 1, 1, 3, 6, 4, 5, 4, 1, 5, 4, 2, 5, 2 = 46 (14d6)

>>4338773
Second
>>
File: Otis Steeleye.jpg (28 KB, 293x350)
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Ah then, let's see what fortunate few the winds blew in...

Here's what the Red Market needs, scrap-soul. The Slice Rats are getting too bold, big. Ambitious is good.

But ambitious that gets people killed? My people killed? Wrong dreams there, scrap-soul. The Slice Rats hit a few couriers of mine. Thought it was easy money. So you and I can make an arrangement...

The Slice Rats securing their turf in the Ward Market. Putting the burn on the last few traders, rustling for havoc and bits. They've got a local crew leader there - Martinos - and what you're gonna do for me is find him. Get him. Make him talk.

He'll tell you where their haunt is; take you right there. Then send a message. If they can walk at the end of the day they'll have learned not to get in our way. My way.

The trick to all this that Martinos is a Moth circuit champion. That's fighting ring for you folk that don't speak city-talk. He's big and fast, the best of all the Icon's blessing. He's got a scrawny kid with white-gold hair. Word on the street is she speaks fire. That kind of witch-words are book contraband around here. It won't kill you, but it will burn.

Me? I'll be at the Watcher Station; I've got an arrangement with the local guards. They'll be out of your way for the night.

Have fun.

And oh, fortunes? The Slice Rats get their kicks bullying merchant-folk and city-slickers. If you see any people down there getting told to paid into their protection racket? Give 'em a hand. One might as well be civilised, yeah?
>>
File: Slice Rats 1.jpg (757 KB, 2800x1200)
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Slice Rat: Hey! Fellas, we've got company ! Finish up scaring the coins outta that full-bellied man and break a few bones with me!

>brawl phase, all yours.
>>
>>4338790

Move 323

Alright, let's get this party started!

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 20/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
>>4338790

#Oliver Haavisto
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -3 Ala || Move [3]x1, [2]x2.
> -1 AP || Hard Parry. (diepool: 7+3)
> -1 AP || Weave. (diepool: 6+5)
>>
File: Talker.jpg (54 KB, 1550x246)
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Hey, fortunes , I think your fight-master left a few words unsaid. Words swing a fight before fists, yeah?

Here, let me show ya. Sometimes, all you need is a talker. If you got each other's backs out there everything goes smoother.

> character allows you to taunt people... And other things!
>>
>>4338790
I've been looking for people like you all day!

> move 223, refresh, 332
> Oakbreaker
>>
File: Slice Rats 2.jpg (768 KB, 2800x1200)
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Slice Rat

I'm going to make you see sunlight, soft-soul!

The brawler dashes forward, but Kurzai's deft footwork saves him from a street kiss. Overbalanced, the Slice Rat tries skids into a barrel, grumbling!

>Brawl Phase, all yours
>>
>>4338822
Drat! Just dodged past you! Try again!
>>
Rolled 2, 4, 2, 6, 6, 2, 6, 1, 5, 4, 6, 3, 4, 3 = 54 (14d6)

>>4338823
>3al: Move 3-2-1
>Act 1: Grab Slice Rat at 1 (5 dice)
>Act 2: Throw Slice Rat into Barrels {Hard Throw} (9 dice)

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 16/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
Rolled 8, 1, 4, 10, 7, 4, 4, 4, 1, 2, 9, 7, 5, 4, 2, 2, 8, 10 = 92 (18d10)

>>4338823

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -2 Ala || Move [1]x1, [2]x1.
> -1 AP || {Kick Slice} Rat. (Diepool: 7+2)
> -1 AP || {Push Kick} Slice Rat. (Diepool: 7+2)
>>
Rolled 2, 2, 4, 1, 6, 4, 1, 2, 5, 2, 2, 6, 9, 3 = 49 (14d10)

>>4338823
>>4338835
Rolling proper dice now
>>
Rolled 9, 8, 10, 3, 9, 4, 6 = 49 (7d10)

>>4338823
>>4338827
That's ok, I'll keep going.
> Move 223
Over here, gutter filth! Didn't you hear your friend? Or were you born in-bred and deaf?
> Taunt chcr 7
> Hard Parry tech 5
>>
File: Slice Rats 3.jpg (836 KB, 2800x1200)
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Benji lets out a shout! The two Slice Rats nearby spin on the spot, a shock writ large on their faces.

Their buddy is sent stumbling backwards over the barrels, sliding down the wall...

>Beatdown Phase [Enemy]
>>
Rolled 9, 2, 9, 8, 1, 6, 9, 6, 4, 10, 5, 8, 8, 7 = 92 (14d10)

>>4338823
All of us ganging on one dude is kind of a waste IMO.
I'm moving forward.

>Move 112
>Refresh
>Move 123
>Refresh
>-3Alacrity: Parry (7+1+6d)
Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 20/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
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One desperate Slice Rat yelps and hurls a heavy barrel but good footwork means we duck.

Benji wards off the slashing strikes of a knife-wielder but he scores a deep gouge along the arm; hard to do that while twitching out of the way of a kick...


>Brawl Phase! All yours!
>>
Rolled 3, 1, 1, 6, 8, 5, 6, 7, 7, 3, 9 = 56 (11d10)

>>4338875

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -1 Ala || Move [4]x1.
> -1AP, -2 Ala || {Push Kick} Slice rat @ [3]. (Dicepool: 7+2+2)
> -1AP || {Weave} to [6]. (Dicepool: 6+5)
>>
Rolled 9, 9, 5, 4, 3, 8, 4, 2, 5 = 49 (9d10)

>>4338875
>Act 1: Draw Knife
>2 Alc: Move 3-3
>-{Just That Good} -5sp to Negate 1's
>Act 2: Slash Slice Rat (6 Tech+1Alc+2 Knife)

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 11/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
Rolled 10, 1, 9, 5, 9, 10, 8, 1, 8, 4, 8, 8, 8, 8 = 97 (14d10)

>>4338875
> Move 22
> Plant Feet -4sp
> Tiger Strike! split in half for two dicepools
> Move after them if they dodge
> other half of the dice pool. strike again!
>>
Rolled 9, 5, 6, 8, 10 = 38 (5d10)

>>4338903
dice for plant feet
>>
>>4338907
I'M GOING TO TEAR YOU ROACHES LIMB FROM LIMB.
TEN YEARS OF SERVICE, NO SICK DAYS.
>>
>>4338907
>>4338915
Oh good grand stars, Benji.
>>
Rolled 9, 10, 10, 8, 2, 1, 5, 2, 9, 1, 1, 8, 3, 10, 6, 1, 10 = 96 (17d10)

>>4338889

>Move 23
>Act1: Focus
>Just that good -5SP
>Act2: Use 2 ALA Chain Lock:Grit(5+1+2) / Snap(5+2+2)


Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 20/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 6, 10, 8, 7, 7, 1, 9, 3 = 51 (8d10)

>>4338926
Rolling for the Focus
>>
Rolled 6, 2, 5, 5, 2, 2, 1, 2, 2, 2, 2, 4, 3, 6 = 44 (14d6)

>>4338590
>>
>>4338875
>move 233
>1 act: guard (resi + 2)
>1 act: TAUNT the rat
Hey softfoot, not so cocky now, are ya?
Come ooon. You know you want a piece.


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 16/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 5, 5, 5, 3, 2, 2, 2, 4, 5, 1, 6, 4, 1, 5 = 50 (14d6)

>>4338590
>>
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Benji is on an unstoppable rampage! His blows cripple the arm of the Slicer Rat who stumbles backwards in dismay! Scryiji glares in their direction and one of them is overcome with boots shaking terror, as Kouga and Oliver throw their vanguard to the ground!

And Kurzai steps in, grabs a wrist, moves feet, and twists! Something pops painfully!

>Beatdown Phase (Enemy)
>>
>>4338775
Set 2

>>4338969
>Personable, Just That Suave
>Deploy

#Dov
HP 20 SP 20 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
File: Slice Rats 5-1.jpg (862 KB, 2800x1200)
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The Slicer Rat slashes and stabs at Benji but the fighter twists and turns and the knife fair glides almost off his skin! I haven't seen the likes of that since Old Ironhands took down the entire Dock Dog crew in a night!

Struggling and squirming in Kurzai's grasp, one Slice Rat tries to break free as his friend runs at him.

Above the dim and growing sounds of a fracas a rough voice snaps out. Martinos, their crew boss was engaged in quiet prayer to one of those Iconography statues...

You! Go find out what this noise is all about... And wake Mistil; if she's off sleeping on the job again! I think some fools need to get burnt.

>Brawl Phase! All yours!
>>
Rolled 1, 3, 2, 2, 3, 4, 7, 7, 9, 9, 10, 6, 6, 5, 1, 7, 2, 1, 6 = 91 (19d10)

>>4338989

> Catch Breath HP 5resil+2skill+2Alc
> Catch Breath SP 7chrc+2skill+1Alc
>>
Rolled 3, 1, 3, 5, 5, 5, 5, 4, 6, 3, 6, 3, 4, 3 = 56 (14d6)

>>4338590
>>
Rolled 9 (1d10)

>>4338997
6 Resil, rather

#Benji
EVA: 3 | DR: 0 | BAR: 6

HP: 13/16 | SP: 21/22 | ALC: 3

RESI 6 | REAC 1 | GRIT 2 | PROC 4 | TECH 5 | CHRC 7 | SENS 8 | LUCK 3

Stoic and Steely
Meditation Practise
Anger Channeling
>>
Rolled 6, 2, 4, 3, 6, 5, 3, 6, 6, 3, 2, 6, 4, 6 = 62 (14d6)

>>4338590
>>
>>4338989
Quick question: If I throw someone on the environment with Hard Throw(say a wall), what is the Resilience used for the bonus?

For that matter, how do I know how many dices to add as bonus when I'm throwing against an enemy since I don't know their Resilience?
>>
>>4338989
Does taking Just That Good with Menonian Dojo cancel out the subtract dice on 1?
>>
>>4338989

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -3 Ala || Move [1]x3.
> -1 AP || Refresh Alacrity.
> -3 Ala || Move [1]x1, [2]x1, [3]x1.
> -1 AP || {Weave} to [6]. (Dicepool: 6+5)
>>
>>4339009
For that matter, does Just That Good apply to the next action after or is it for all actions?
>>
>>4339006
The Resilience of the object in question; the thing they collide with. And as you don't know it, don't worry about it. The world handles that on the back-end.

As a rough guideline:

big grown things are primarily wood; that's resilience 2-4

Big grey things are primarily stone, that's resilience 4-6

Walls and buildings are big and rough; those are primarily resilience 6-8.

So if you can dance someone face-first into a wall, it'll hurt. Specific objects in the environment also do nastier things. If you can faceplant someone on something sharp, well...

>>4339009
Quite so. If you're Just That Good on a given move, you get all the benefits. So the Menonian Dojo teaches High Strike; you do one that's painting perfect showcase move... 1s won't bother you there. It's traditional, really. Floors people something fierce.

It does cost 5 SP every time, so you can't keep demonstration perfect moves all the time...

>>4339013
On a single action by which you use it, paying the SP cost to trigger it.
>>
>>4338989
>3alc: Move 3-3-2
>Act 1: Refresh Alc
>2alc: Move 2-2
>Act 2: Pick up the Knife from the Slice Rat that Benji KO'd
>1alc: Move 5
>-Remember how throwing a knife works


#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 11/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
Rolled 6, 8, 9, 7, 10, 7, 4, 7, 3, 5, 3, 9, 8, 6, 3, 9, 6, 5, 10, 5, 6, 5, 2, 4, 5 = 152 (25d10)

>>4338989

Just That Good -5SP
ACT1/-1ALA: Parry/TOODA(8+1+2)
Just That Good -5SP
ACT2/-2ALA: Hard Throw in direction 1 (8+2+2+2+2)


Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 15/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
>move 111
>refresh alacrity
>move 111
>guard facing rats
HEY
Kurzai, you broke his ARM.
Just throw him and come back with us so we can kick this guy's ass.

#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 16/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
>>4339020
Huck it at a lad with your raw Technique. It's all in the wrist, so they say.
>>
Rolled 2, 9 = 11 (2d10)

>>4339024
Woops, missed some dices
>>
>>4339024
Parries are reactive; they'll trigger when the Rats or others strike at you. As long as you note down how much effort you're putting in, you don't have to worry about rolling it ahead of time.
>>
File: Slice Rats 6.jpg (844 KB, 2800x1200)
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And swing... One slice rats is sent tumbling into a friend!

>Beatdown Phase! Please hold while we kick your teeth in!
>>
File: Slice Rats 6-1.jpg (812 KB, 2800x1200)
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A new arrival throws himself at Kurzai, yelling! A twist to the side and the kick of his buddy is in line towards his face; ouch!

Two fierce brawlers throw themselves at the front-line near the alleys, hollering! Blows fall like rain!

And then Dov joins the fray with a roar, almost bowling over the Slice Rat kicking at Kurzai!

>Brawl Phase! All yours!
>>
Deleted because I thought I was late. Reposting for posterity.

>>4339057
We've a roaring trade to restore.

>Move 1111
>Guard (4)
>Refresh ALC, Move 2222, Body Slam

#Dov
HP 20 SP 20 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
>>4339074
"How wretched are those who have lost sight of the Icons' light. I will bring salvation to these souls gone astray."

>Arrive

#Teresa
EVA: 3 | DR: 0 | BAR: 5
HP: 18 | SP: 18/18 | ALC: 3
RESI 7 | REAC 4 | GRIT 2 | PROC 3 | TECH 3 | CHRC 6 | SENS 7 | LUCK 2

[Personable]
[Just that Suave] 3SP 10's Explode
[Stoic and Steely] (Plant Feet) (Oakbreaker Move)
!Light Bodyguarding Work
!Glimmer-Mandate Ring: Roll Chr to heal
Punch +2 Guard +3
>>
Rolled 10, 6, 9, 2, 7, 5, 8, 1, 2, 3, 7, 8, 10, 4, 3, 9, 4, 8, 2, 7, 3, 1, 3 = 122 (23d10)

>>4339074

>Move 22
>Act1: Focus
>Just that good -5SP
>Act2: Use 1 ALA Chain Lock:Grit(5+1+2) / Snap(5+2) -2SP

Welp, if it works, keep using it.

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 15/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 1, 3, 7, 7, 1, 4, 1, 5, 9, 3, 10 = 51 (11d10)

>>4339074

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -2 Ala || Move [2]x1, [3]x1.
> -1AP, -1Ala || {Kick} the Slice Rat @ [2], {Chain}, {Push Kick} the Slice Rat @ [2]. (Dicepools: 3+(1*2) || 4+2).
> 1 AP || {Redirecting Parry}. (Dicepool: 7+3)
>>
Rolled 6, 4, 5, 8, 9, 4, 10, 5, 3, 4, 1, 2, 7, 7, 1, 7, 6 = 89 (17d10)

>>4339074
>Focus
>-Just That good (-5sp)
>Slash {Slice Rat} direction 3 (6 Tech+ 6 Sens+ 3Alc+ 2 Knife)

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 8/12 | SP: 6/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
>>4339085
One might suggest you've no more SP to spend, friend.
>>
>>4339003
>>4339074
Going with Set 2
#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good (SENS+1, 1s don't subtract)

Aware and Agile (REAC+1, SENS+2)
Knife Bought
Run With The Slicers (Kick+1, Grab+1)
Background: Gang

(Hope I did this correctly.)
>>
>>4339094
Ah shit yeah. I forgot Sp doesn't regen, oh well.

>Move 22
>Act1: Focus
>Act2: Use 1 ALA Chain Grab(5+1+2) / Snap(5+2)
>>
Rolled 3, 4, 2, 1, 5, 2, 2, 4, 3, 4, 6, 1, 5, 1 = 43 (14d6)

>move 232
>refresh alac
>move 32
Right. 'Ere we go.
>punch the slice rat w/ {Oakbreaker} and {Anger Channeling} (14 dice)
Reel back, and....


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 16/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 4, 5, 4, 5, 5, 5, 3, 2, 4, 5, 4, 3 = 49 (12d6)

Places to be.

>>4339074
>Kick close Rat (6+3x2 ALC)
>-3 SP, 10s explode
>Move 2
>Refresh ALC, Move 3333

#Dov
HP 20 SP 20 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
Rolled 10, 3, 8, 7, 10, 7, 10, 2, 9, 10, 8, 8, 7, 6 = 105 (14d10)

>>4339103
>maybe one should consider for even a second that this world operates under different rules
>>
>>4339098
Looks all well to my eyes, fella.
>>
Rolled 10, 10, 8, 9, 7, 2, 5, 7, 8, 5, 6, 7 = 84 (12d10)

>>4339104
Wrong dice.
>>
Rolled 8, 6, 3, 3, 2, 10, 9, 7, 8, 9, 9, 6, 2 = 82 (13d10)

>>4339074

> Move 3
> Focus and Grab
>>
>>4339114
Alright then.
>>4339074

#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Knife Bought
Run With The Slicers
Background: Gang
>Deploy
>>
File: Slice Rats 7.jpg (819 KB, 2800x1200)
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Scryiji gets ready to wind up for a blow to knock out stars . . .

> Beatdown Phase! Please hold while we get ready to punch you...
>>
File: Slice Rats 7-1.jpg (795 KB, 2800x1200)
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Oh, so Slice Rats can learn how to fly.
---

Stumbling away, bleeding from a deep cut, one Slice Rat yelps and pleads to the local rat king...

Martinos
What's all THIS then? MISTIL! They're beating my boy! Oi! Jonesy! Raviso! Ames! GET OUT HERE. WE'VE GOT A STREET BRAWL GOING.

> Brawl Phase! Take it away!
>>
Rolled 10, 4, 10, 5, 2, 8 = 39 (6d10)

>>4339145
"Be still, through faith your wounds will be healed."

>Move 332
>Heal Kouga (6Chr)
>Move 333

#Teresa
EVA: 3 | DR: 0 | BAR: 5
HP: 18 | SP: 18/18 | ALC: 3
RES 7 | REAC 4 | GRIT 2 | PROC 3 | TECH 3 | CHR 6 | SENS 7 | LUCK 2

[Just that Suave] 3SP: 10's Explode
[Stoic and Steely] {Plant Feet} 4SP Roll RES DR
{Oakbreaker Move} Delay Punch, Double Hit
!Light Bodyguarding Work {Hard Guard} 1SP, 10 on Guard = 1 Dmg
!Glimmer-Mandate Ring: Roll Chr to heal on touch,+1 Dice per SP
(Punch +2 Guard +3)
>>
>>4339145

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -3 Ala || Move [2]x2, [3]x1.
> -1 AP || Refresh Alacrity.
> -3 Ala || Move [3]x2, [4]x1. Face [3].
> -1 AP || {Weave} to [6]. (Dicepool: 6+5)
>>
>>4339145
Woah! Did anyone else see that? It's not just me?
Shit.
Alright.
>move 233
>refresh
>move 334
>guard
Oi! Your mom's a... a...
Um... help me out here, Kurz.


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 16/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 8, 4, 1, 2, 2, 7, 6, 8, 5, 9, 3, 3, 1, 8, 6 = 73 (15d10)

>>4339145
>1 Alc: Move 3
>Catch Breath (SP)+2 Alc (7 Dice)
>Slash {Slice Rat} that Benji is Grabbing (8 Dice)
>>
Rolled 6, 9, 6, 1, 6 = 28 (5d10)

>>4339160
A hoe?

>>4339145

>Catch Breath (Resilience/HP)
>Move 323
Refresh
>Move 343

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 15/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
>>4339164
>Regained only 1 SP

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 8/12 | SP: 7/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
>>4339165
No, that's not it. Anybody else got something?
>>
File: Otis_Meme1.jpg (32 KB, 293x350)
32 KB
32 KB JPG
>>4339165
>>4339160
Staggering wordplay, gentlemen.
>>
File: Slice Rats 8.jpg (783 KB, 2800x1200)
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783 KB JPG
careful forward steps, a probing swipe of a knife. And then Martinos yells and sounds the charge!

>Beatdown Phase! Oh no, they're coming for you now!
>>
Rolled 7, 7, 1, 8, 2, 2, 9, 10, 7, 1, 2 = 56 (11d10)

>>4339145
>Move 23
>Focus (6)
>Catch Breath for SP (11)


#Dov
HP 20/20 SP 5/20 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
Rolled 3, 2, 9, 5, 2, 3, 7, 2, 1, 8, 5, 8, 10, 2, 4, 10 = 81 (16d10)

>>4339145
>>4339165
> 'Negotiate' + 3Alc
Benji leans in real close and says
You leave right now or I will break every bone in your worthless body and let my friend here carve the civil code into your FUCKING carcass. I'm going to go kick your boss' ass and I really won't be happy if I find you're still here when I'm done.
> Throw him behind me
>>
File: Slice Rats 8-1.jpg (806 KB, 2800x1200)
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Martinos strides forward, knuckles cracking. One scarred arm rip his struggling associate from Benji's hands (the very man shaking in his boots and half-considering to flee after Benji's threats)

Martinos other hand is raised in a champion's guard!

--

In the small park stoic statues watch as the Firespeaker tries to cajole the elements into being! But that kind of hedge work is difficult at the best of times; the spell goes nowhere. The Slice Rats holler and taunt, bold by the display of power.

>Brawl Phase! Take it away!
>>
>>4339190
Maybe he'll join the merchant marine and live a better life somewhere far, far away from your law-abiding presence.
>>
Rolled 7, 3, 3, 10, 7, 9, 10, 3, 8, 1, 8, 3, 7, 3, 3, 2, 6, 5, 7, 1, 7, 1, 2, 2, 6 = 124 (25d10)

>>4339196
>>4339199


>Catch Breath (Resilience/HP)
>Move 232
>Act1: Focus
>Act2: Use 2 ALA Chain Grab(5+1+2) / Snap(5+2+2)

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 15/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 1, 3, 8, 9, 8, 2, 4, 7, 2, 5, 5, 9, 5, 5, 1, 9, 10, 7, 10, 5, 10, 10, 5 = 140 (23d10)

>>4339196
>move 344
>keep it simple, just slug this guy out {tiger strike}
>guard facing 2
>Plant Feet

#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 12/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 4, 1, 2, 2, 9, 5, 9, 4, 7, 5, 1, 1, 8, 1, 1, 8, 9, 3, 2 = 82 (19d10)

>>4339190
Don't mind my help, now. Real trouble, the Icons and their chosen.

>>4339196
>Move 554
>Focus (6)
>-3SP, 10s explode
>Spikeshard at Martinos 5 PROC, 6 Focus, 1 ALC, 10 SP = 19

#Dov
HP 20 SP 7 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
Rolled 9, 2, 8, 1, 10, 8, 5, 6, 1, 9, 9, 5, 6, 8, 5, 9, 9, 4 = 114 (18d10)

>>4339196

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -3 Ala || Move [3]x3.
> -1 AP || {Sweeping Kick} the Sliver Rat @ [2], and also [4] if that's possible. (Dicepool: 7+2)
> -1 AP || {Push Kick} the Sliver Rat @ [4]. (Dicepool: 7+2)
>>
Rolled 8, 4, 8, 5, 9, 8, 10, 9, 6, 9, 4, 8, 8, 10, 8, 10, 2, 4, 6, 1, 1, 4, 9, 3, 4 = 158 (25d10)

>>4339196
"Wounding blows cleanse away evil, and beatings purge the inmost being."

>Move 26
>Focus, Add 7 to next action
>Punch Martinos from the rear, 5 Punch, -15 SP for +15 Dice, +7 from Focus, -3 SP for 10's Explode

#Teresa
EVA: 3 | DR: 0 | BAR: 5
HP: 18 | SP: 18/18 | ALC: 3
RES 7 | REAC 4 | GRIT 2 | PROC 3 | TECH 3 | CHR 6 | SENS 7 | LUCK 2

[Just that Suave] 3SP: 10's Explode
[Stoic and Steely] {Plant Feet}{F} 4SP Gain RES Roll DR
{Oakbreaker Move} Delay Punch, Double Hit
!Light Bodyguarding Work {Hard Guard} 1SP, 10 on Guard = 1 Dmg
!Glimmer-Mandate Ring: Roll Chr to heal on touch,+1 Dice per SP
(Punch +2 Guard +3)
>>
Rolled 4, 4, 10 = 18 (3d10)

>>4339221
Last 3 dice
>>
Hang on, what's that over there?
>Time to step out for a moment! Will return later!
>>
Rolled 4, 7, 8, 10, 3, 6, 10, 6, 4, 1 = 59 (10d10)

>>4339196
#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang

>Move 322
>Act1: Use ALC to add dice to next action
>Act2: Direct and Guide to Martinos
"Ambitious gang bosses like these usually have a great sense of cohesion between members but that's also their downfall, if you hurt their members they often become upset and their actions may be detrimental to themselves due to mainly running on emotions. Add the probably increased ego due to being a Moth Circuit Champion and he'll definitely act brazen."
>>
>>4339224
>>4339221
28th die is from unspent alacrity.
>>
Rolled 6, 1, 10, 1, 3, 10, 3, 1, 8, 9, 7, 10 = 69 (12d10)

>>4339196
>3ALC: Move 2-2-3
>Act 1: Focus
>-Just That Good
>Act 2: Kick Marlinos (12)
>Act 3: Hard Parry Facing 4 (Technique 6)

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 2/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
File: Slie Rats 9.jpg (806 KB, 2800x1200)
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What a beatdown! Teresa steps forward like lightning, breathes in, aims, as Joseph shouts in spirit-raising motivation! Yes, if we line the blow just so, there, in the small of the back...

Even as Martinos spins around in a champion's guard the staggering impact almost knocks him clean off of his feet!

{Martinos}
Oi; what a scrapper...

>Beatdown Phase
>>
File: Slice Rats 9.jpg (801 KB, 2800x1200)
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Staggering from a winding blow, Martinos lashes out as he moves, one rib cracked and hard to see with a bruised eye. But a Moth circuit champion does not go down easy, old oaks well watered on violence. He grabs Benji and hurls him towards the hedge!

A Slice Rat yelps and hammer Teresa with a mighty wind-up kick, as in the park one of their buddies regains his feet, flicks his knife around and steps towards Oliver! A gruelling stab!

> Oliver! You're bleeding! Lose 1 HP per action, or use catch your breath to remove the bleed as you staunch it!

--

Brandishing knifes the Slice Rats fall on Scryiji. But he moves, ducks, flinches, twitches just so, blades glancing off his a solid guard. When one Slice Rats gets too bold, a counter-strike right at the point of metal fatigue breaks the knife in two!

Then Mistil steps in an the air grows hot! The flames lick across Scryiji's skin, scouring!

> You're ON FIRE! Oh no! Roll Reaction to duck and roll to put it out, or power through the pain!

>Beatdown Phase! Take him down!

==Threat Assessment==
Martinos

Rattled, Staggered and In Severe Pain!
>>
>>4340070

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -1 AP || {Sweeping Kick} the Sliver Rat @ [2]. (Dicepool: 7+2)
> -3 Ala || Move [3]x2, [4]x1. Face [1].
> -1 AP || {Catch Breath}. (Dicepool: 5)
>>
Rolled 5, 1, 6, 3, 7, 7, 3, 6, 7, 9, 6, 5, 8, 9 = 82 (14d10)

>>4340085
(Rolling)
>>
Rolled 5, 9, 8, 1, 8, 6, 9, 7, 7, 9, 8, 6, 2, 2, 1, 9, 9, 6 = 112 (18d10)

>>4340085
You should focus on healing and helping Scryiji, I'll take care of that guy.

>>4340070
Move 5
>Act1: Focus
>Act2: Use 2 ALA Chain Grab(5+1+2) / Hard Throw(7+2+2) direction 4


Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 4, 1, 3, 2, 6, 6, 6, 6, 2, 2, 5, 6, 1, 3, 2, 4, 5, 4, 4, 5 = 77 (20d6)

>>4340070
Oh void, I'm on FIRE.
I don't care.
>just that suave (3sp)
>punch the slice rat at 4 with {tiger strike} (14 dice)
>move 44
>grab mistil (5+1 alac; 6 dice)
Lady, you've been causing me a great deal of trouble over these last few seconds.
Apologize.
>plant feet (9 dice, followup post incoming)


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 13/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 8, 3, 7, 8, 9, 5, 8, 4, 9, 1, 3, 5, 2, 4, 2, 6, 9, 5, 6, 7 = 111 (20d10)

>>4340109
>how many reminders am i going to have to write that this isn't a d6 system
>alas!
>>
Rolled 1, 8, 9, 2, 2, 10, 4, 2, 5 = 43 (9d10)

>>4340109
>>4340110
And put out the fire too.
That's part of the apology.
>planting feet...
>>
Rolled 8, 10, 10, 3, 4, 3, 10, 5, 2, 9, 5, 7, 8, 5, 6, 2 = 97 (16d10)

>>4340070
"I harm and I heal, none will escape my hands."

>Move 1, face 4
>[Catch Breath] Restore HP (7d10)
>[Guard] 4 (9d10)

Teresa
EVA: 3 | DR: 0 | BAR: 5
HP: 9/18 | SP: 0/18 | ALC: 3
RES 7 | REAC 4 | GRIT 2 | PROC 3 | TECH 3 | CHR 6 | SENS 7 | LUCK 2

[Just that Suave] 3SP: 10's Explode
[Stoic and Steely] {Plant Feet} 4SP Gain RES Roll DR
{Oakbreaker Move} Delay Punch, Double Hit
!Light Bodyguarding Work {Hard Guard} 1SP, 10 on Guard = 1 Dmg
!Glimmer-Mandate Ring: Roll Chr to heal on touch,+1 Dice per SP
(Punch +2 Guard +3)
>>
>>4340130
Guard being a defense, don't worry about performing it ahead of time, fortune.
>>
>>4340070
Command, a couple of small questions:
1. Kick Off Move treats ALL occupied tiles around me as extra dice, including those occupied by allies, correct?
2. What is "Acrobatics"? My base reaction stat with no gear?
>>
>>4340172
Kick Off primarily treats the environment around you as bonus dice; it allows you to bounce off of walls and objects. There's a more advanced version that works with people as you bounce off of the them.

As for Acrobatics, that's correct. It's your base Reaction, and then if you're Aware and Agile you also get the skill of Acrobatics that adds to that. It allows you to move, jump and dance through the environment and through obstacles.

Using the two skills together, it is possible for you, from your current position, to move 244 while kicking Martinos as you pass by him.

You'd clamber up on the wagon (Bypasser), then use Kick Off to kick, treating all the environment around you as a bonus, while the passing over Martionos as you do, landing on the other side.

In one action and movement.

If that helps your understand the finer mechanics of motion. The trick to think is that while you spend Alacrity to move, if you spend Alacrity to get to a position where you can use the environment to benefit, you may actually gain momentum. You could also try to clamber over the buildings or past people.
>>
Rolled 7, 9, 3, 1, 4, 8, 7, 4, 10, 2, 10 = 65 (11d10)

>>4340181
Thanks, Sir.
>>4340070
#Joseph

EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang
Act1:
[Bypasser] Climb on wagon (Move 2)
[Kick off] Move 33
Act2: Kick Slice Rat at 3
>>
>>4340197
Forgot greentext

#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang
Act1:
>[Bypasser] Climb on wagon (Move 2)
>[Kick Off] Move 33
>Act2: Kick Slice Rat at 3
>>
Rolled 1, 5, 6, 4, 1, 4, 6, 3, 6, 4, 6, 3 = 49 (12d6)

>>4340199
>>4340197
I also did the die wrong, Christ I'm a dumb-arse.
>>
>>4340207
Happens to the best of us. I'm fair certain you did them right though, fortunate. It's a ten sided world!
>>
Rolled 6, 8, 7, 5, 9, 6, 6, 2, 1, 5, 7, 5, 4, 10, 1, 3 = 85 (16d10)

>>4340070
>1ALC: Move 6
>Focus
>Kick Martinos: (6 Tech+{2 Alc×2}+ 6 Sense)

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 7/12 | SP: 2/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
>>4340213
I Calculated the kick in my original set using my REAC instead of my TECH or GRIT.
>>
Rolled 4, 3 = 7 (2d10)

>>4340070
>>4340218
+2 from Counter
>>
File: Slice Rats 10.jpg (791 KB, 2800x1200)
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Joseph soars over the heads of the crowd belong, dancing along shoulder and hedges. At the end of his show he delivers a kick to the neck of a Slice Rat that sends the goon stumbling!

Moth circuit champion Martinos meanwhile brings his arms together in a crossguard and absorbs the full impact of a nasty kick!

> Beatdown Phase. Please plan panickly while we break your kneecaps
>>
File: Slice Rats 10-1.jpg (829 KB, 2800x1200)
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829 KB JPG
Martinos

" Get back here Mistil! You spark-mad coward! "


Unwilling to face Joseph in the storied arts of fisticuffs, Mistils draws in the breath of a dragon and spits it at the hedge work to buy time to run!

Martinos lashes out with a push kick and sends Teresa stumbling! And then he begins to wind back for a punch to knock out a gate! Watch out!

--

Scryij is grabbed from the side and the other Slice Rats grins as she steps in with her knife; but Scryiji ducks and twists and the blade runs along the edge of his coat!

> But you're still GRABBED; it's rolled as a penalty to everything you do. You can struggle to BREAK FREE, or you can carry on if you're strong enough!

>Brawl Phase! Take 'em down!
>>
==Threat Assessment==
Martinos

Rattled, Staggered and In Severe Pain!
>>
>>4340255
Question: Am I grabbed?
>>
>>4340257
Nay. There'd be a large marker and a symbol with the strength if you were. That Slice Rat punched you in the back of the head!
>>
Rolled 5, 3, 1, 2, 7, 1, 2, 3, 7, 6, 3, 7, 4, 8, 9, 3, 1, 9, 1, 7, 2, 1, 2 = 94 (23d10)

>>4340253
>Move 1
>Act 1 Focus
>Act 2 +2ALA Kick (7+4+4+8)


Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 4, 2, 2, 5, 2, 1, 1, 4, 5, 5, 9, 5, 5, 8, 10, 8, 6, 10, 6, 5, 9, 10, 8, 4, 2 = 136 (25d10)

>>4340253
>Focus
>Chain [Slash] @ [3] {Slice Rat}/ [Kick] @ [6] {Martinos} || (Slash= 6 Tech + 2 Knife +1 Alc + 2 Sense = 11 dice) --- (Kick= 6 Tech + {2alc×2} + 4 Sense= 14 dice )


#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 3/12 | SP: 2/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1
>>
Rolled 1, 7, 4, 4, 5, 1 = 22 (6d10)

>>4340237
#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 13/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang

Joseph stumbles back a bit from the large blast.
"Shit, guess I'll talk to him later."
>Move 65
>Act1: Draw Knife
>Act2: Use 2 ALC for extra dice [Just that Good] Null 1s [Grab] and [Stab] Slice Rat at same.
>>
Rolled 2, 9, 10, 6, 6, 3, 9, 2, 5, 10, 1 = 63 (11d10)

>>4340253

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.

> -1 Ala || Move [5]x1. Face [3].
> -1 AP, -2 Ala || {Kick} the Sliver Rat @ [3]. (Dicepool: 7+2+2)
> -1 AP || {Weave} to [1]. (Dicepool: 6+5)
>>
Rolled 9, 8 = 17 (2d10)

>>4340505
(Forgot that {Kick} doubles Alacrity dice. Rolling for those now.)
>>
Rolled 9, 6, 3, 7, 6, 3, 9, 7, 5, 10, 10, 3 = 78 (12d10)

>>4340253
>activate just that suave
>break free (9 dice + 3 alac)
>punch slicer rat 4 {tiger strike} (14 dice)
Someone go snag that firespeaker!
She lit me on fire.
I'm STILL on fire.


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 6/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 10, 6, 9, 8, 8, 7, 6, 1, 2, 2, 4, 9, 7, 6 = 85 (14d10)

>>4340589
And you need to just GO AWAY.
>rest of the dice...
>>
>>4340253
>Move 2333, Body Slam Sliver Rat. (6)
>Refresh ALC, Move 3443
>Refresh ALC, Move 32, Vault (2+2 ALC), Body Slam Mistil

#Dov
HP 20 SP 7 ALC 4
Dodge 3 DR 0 Barrier 5
RESI 2+2 | REAC 2 | GRIT 5+1 | PROC 5 | TECH 3 | CHRC 3+2 | SENS 6 | LUCK 3

=Skills=
Punch +1
Grab +2
=Techniques=
Overpower: 2SP for +1 success range on Grit rolls.
Body Slam: Move x RESI attack. Self damage, GRIT to DR.
Spikeshard Necklace: PROC ranged attack, SP for dice.
Glimmer-Mandate Ring: CHRC comforting touch, SP for dice.
>>
>>4340508
Obliged there, fortunate. That's the benefit of good footwork.

>>4340666
Something's not quite the right way here, reckless one. A body slam is a wild, reckless move. You throw yourself at a target, fists firsts. It multiplies your Resilience by the movement before collision. So if you move 2333 and have 4 Resilience, that should be 8 dice, surely.
>>
Rolled 6, 6, 6, 2, 2, 4, 2, 2, 1, 1 = 32 (10d6)

>>4340685
Looks like a move of 332 is all that applies, so 6 dice, I guess? The "2+2" is my Reaction plus Alacrity for jumping the obstacle, though.
>>
Rolled 8, 6, 4, 3, 3, 3, 9, 7, 6, 9 = 58 (10d10)

>>4340685
>>4340704
Urf.
>>
>>4340314
chain splits your available dicepool.

So focused slash + kick is 6 Sense + 6 Tech + 3 alac = 15

One might throw that into 8 slash + 7 kick

Then add +2 to the slash (from the knife), and we find 9 + 7.

chain divides your available dicepool. If you are fighting 2 people, you might wish to punch both with 2 quick jabs. That's your Grit + Punching, divided by 2. You don't add the full attribute to both.
>>
>>4340719
=( no point focusing then just use Slash on slicer & Kick Martinod

>Slash Slicer at 3
>Kick Martinos at 6
>>
File: Slice Rats 11.jpg (717 KB, 2800x1200)
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The Slice Rats are running out of steam; stabbed, punched, kicked and brawled to a more fitting shape. Otis will be quite happy with our performance tonight. The Red Market will soar.

But the market economics of violence bought and sold take a light lubrication of broken bones...

> Beatdown Phase! Ouch!
>>
File: Slice Rats 11-1.jpg (770 KB, 2800x1200)
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Martinos, the last Slice Rat standing and fighting, lashes forward with a world breaking punch. The reason he's the last one standing is that his ally is in the way of the incoming fist and is sent off to the lands of Aiopti, dream bound and brain rattled. He's joined by Kouga who is solidly knocked out!

Seeing the display of martial prowess we're laying on them, the slice rat in the Park takes one look at the burning Scryiji and springs to his feet. Discretion being the best part of valour, the Slice Rat throws an obscene hand gesture at us and belts.

Martinos is reeling, coated in sweat, heaving breath, and somehow still standing! In his time in the circuit he was a force to be reckoned with... But there must be a limit!

>Brawl Phase! Get 'em!
>>
Rolled 2, 1, 6, 2, 4, 5, 5, 6, 4, 6, 2, 3, 1, 6 = 53 (14d6)

>>4340755
New Phone
>>
Is there still room for players?
>>
Rolled 1, 2, 1, 4, 6, 3, 4, 5, 4, 4, 1, 2, 2, 4 = 43 (14d6)

>>4340755
Who dis?
>>
Rolled 3, 8, 4, 2, 3, 5, 5, 8, 6 = 44 (9d10)

>>4340755
>move 446
Hello. I am on FIRE.
>focus
>block facing martinos (16 dice)
>plant feet
Try me.
>>4340763
There's ALWAYS room.

#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 21/28 | SP: 2/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
>>4340763
Always! And soon our fine crew might take down Martinos, and then he'll tell us where the Slice Rats make their lair.

And then we'll really need some fresh fighters!
>>
>>4340755

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 8/18 || SP: 14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.
{Just That Cool} || Spend 5SP to add Luck to your next action's dicepool, 10s triple hit.

> -3 Ala || Move [3]x2, [2]x1.
> -5 SP || Use {Just That Cool}.
> -1 AP || {Catch Breath} to staunch bleeding. (Dicepool: 5+5)
> -1 AP || Claim the fallen Slicer's knife @ current position.

"That could have gone better."
>>
Rolled 7, 3, 9, 3, 6, 3, 6, 8, 8, 4 = 57 (10d10)

>>4340782
(Rolling.)
>>
>>4340764
>>4340760
>>4340314
So You've Been Knocked Out! Ouch!

If you like, you can reroll and send in another Fortunate; that'll give you a fighter. Once the current brawl is over, you might regain your composure with the help of a local hospital and some first aid.

Someone could also resuscitate you with the right skills.

If you do send in a new fighter, you can opt to be a contact. This is a special Flourish that you write as contact #name and then you carry forward over One Stat or Total Skill Rank or Flourish!

That means you might bring over Kouga's rolled tech.

Or you might carry over Kouga's Throw ranks, and they become part of the Flourish, a little style almost of their own. And you do add the relevant bonuses to that!
>>
Rolled 2, 1 = 3 (2d10)

>>4340783
(Luck = 7)
(Apparently I can't count. Rolling missed dice.)
>>
Rolled 5, 6, 10, 4, 7, 6, 1, 7, 9, 10 = 65 (10d10)

>>4340755

Move 444
Act 1: Refresh
Move 55
>Act 2: Parry +1ALA (7+1+2)


Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
>>4340777
Name: Turp
DODGE: 3
ALACRITY: 3
HP: 30/30
BARRIER: 3
SP: 12

RESI 9 | REAC 4 | GRIT 6 | PROC 4 | TECH 6 | CHRC 2 | SENS 3 | LUCK 2

Background: gang
{Just That Good 5sp=No 1's}
Style: wild and reckless

Flourishes:
- meditation practice
- anger channeling

Bonuses:
catch breath +2 | punching +1 | grabbing +2


This is the character sheet I made using some rolls I did here yesterday. It should be good but I may missed some fields or used the wrong formatting. If so, just tell me and I’ll fix it
>>
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>>4340803
if you're using the 2nd set from yesterday, Turp, then I've got you down as this! Feel free to run it through the old checker...

HP 26 SP 12 AL 3
Resi 7 Reac 2 Grit 6 Proc 4 Tech 5 chrc 2 Sense 7 Luck 2
EV 3 | DR 0 | Bar 3
Punch: 7 Kick 6 Grab 8

!Just That Good
!Ganger
!Meditation Practice
!Anger channeling
!Wild & Reckless

...

And if you're satisfied, find yourself and DO SOMETHING!
>>
Rolled 2, 10, 5, 7, 2, 7, 5, 5, 3, 9, 8, 5 = 68 (12d10)

>>4340755
#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 10/24 | SP: 8/16 | ALC: 4(-1 Stagger)

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang
"Damn, really gotta stop walking into large attacks."
>Move 3
>Use 2 ALC to add dice
Act1: [Catch Breath] Roll RESI to recover HP
Act2: [Motivate] Scryiji
"Scryiji, you're literally and proverbially on fire! Martinos' attacks will be slow and predictable due to exhaustion!"
Also why am I still holding the knife that got knocked away by my -2 last turn?
>>
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>>4340828
It was Kouga's! He had TWO KNIVES!!

TWO KNIVES!!!!!!!!!
>>
>>4340825
Wait shouldn’t I have 8 resilience from the roll (5) + 1 base + 1 (school o’ hard knocks) + 1 (wild and reckless style)?
>>
>>4340840
Fantastic catch! Yes!
>>
>>4340772
>block would actually be 18 dice
>i am bad at checking numbers
>>4340828
Yeah. This should be easy.
Someone sneak up and grab him so I can do his skull in like I did that other rat.
>>
>>4340760
>>4340764
>>4340755
Going with set 1

>Deploy
>>4340790 Contact is Kouga

Late to a brawl again


#Nam-Kyu
EVA: 6 | DR: 0 | BAR: 5

HP:14/14 | SP: 20/20 | ALC: 4

RESI 3 | REAC 5 | GRIT 4 | PROC 5 | TECH 8 | CHRC 5 | SENS 5 | LUCK 5

Kick +2 | Parry +1 | Throw +1 | Acrobatics +1 | Grab +1

Background: Private Security
{Just That Good 5sp=No 1's}
Style: Graceful & Gliding
-Flow 2sp
-Sweeping Kick Move
Contact [Kouga]: CHRC Stat [5]
Urban Obstacle Course {Dash 2sp=+1Move}
Run with the Slicers {Push Kick}
>>
Rolled 10, 4, 9, 9, 7, 3, 8, 3, 4, 6, 3, 10, 3, 8, 1, 5, 5, 2 = 100 (18d10)

>>4340825
HP 28/28 SP 12 AL 3
Resi 7 Reac 2 Grit 6 Proc 4 Tech 5 chrc 2 Sense 7 Luck 2
EV 3 | DR 0 | Bar 3
Punch: 7 Kick 6 Grab 8

!Just That Good
!Ganger
!Meditation Practice
!Anger channeling
!Wild & Reckless

Act1: [grab] the guy to my left
Act2: [punch (grit)] the guy to my left (add 3 dice from alacrity)
>>
>>4340937
Oh no, Turp! That's Joseph! He's on your team! In this day and age we fight the eternal war of Red vs Blue!
>>
>>4340937
I hope I did the turn right
Oh fuck I just realized I put left instead of right. Why am I retarded
>>
>>4340939
Yeah sorry I realized my mistake right after I posted the turn. I apologize, I’m dumb but I won’t commit the same mistake again
>>
>>4340942
It's a rapid learning experience and you've got it.

As a quick breakdown!

BLUE is your side, allies and friends
RED is THEIR side, goons and gals
and grey is unconscious and out of the fight! Defeated!
>>
>>4340942
>>4340956
The Best (Worst) part is that would've probably killed me with those rolls.
>>
>>4340963
Holy shit I hadn’t realized I had rolled so well. Shame that I rolled well to hit a dead body
>>
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The crew catches their breath and re-aligns their guards! Martinos stares down a fiery new combatant as Joseph shouts encouragement and Turp makes sure that Slice Rat doesn't stand back up!

> Beatdown Phase! Martinos is going to hurt you now!
>>
>>4340980
Do you need to spend Alc before Dash? Or can you just start spending sp to move with no Alc spent?
>>
>>4340986
Feel free to DASH; it doesn't take Alac, just SP.
>>
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Martinos
come at me, you fiery fools! I'll take you ALL on!

Quick step dancing to break open the distance between us, Martinos catches his breath and puts up his hands in a defensive posture!

>Brawl Phase!
>>
Am I allowed to grab a dead man’s knife from their body?
>>
Rolled 3, 8, 4, 8, 9, 9, 9, 9, 1 = 60 (9d10)

>>4340993
YOU HEARD THE MAN. HE SAYS HE'LL TAKE US ALL.
Someone GRAB him if you can. I've a plan if you can lock him down.
>catch breath (hp, 9 dice)
>move 566
>guard (11 dice)


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 2/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
Rolled 10, 2, 8, 9, 6, 7, 3, 5, 8, 2, 10, 7, 6, 8, 4, 10, 8, 1, 3, 8, 4, 2, 8, 6 = 145 (24d10)

>>4340993

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 7/18 || SP: 2/14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.
{Just That Cool} || Spend 5SP to add Luck to your next action's dicepool, 10s triple hit.

> -5 SP || Use {Just That Cool}.
> -1 AP || {Catch Breath} to replenish HP. (Dicepool: 5+7)
> -3 Ala || Move [2]x2, [3]x1.
>- 2 SP || Use {Flow}.
> -1 AP || {Push Kick} a barrel @ [1] and send it hurtling into the fleeing Slicer Rat @ [1]x3. (Dicepool: 7+2+3).
>>
>>4341001
If you want to do such a thing, yes! And then it will be yours and be quite useful!
>>
>>4341022
Damn that’s useful. In that case
HP 28/28 SP 12 AL 3
Resi 7 Reac 2 Grit 6 Proc 4 Tech 5 chrc 2 Sense 7 Luck 2
EV 3 | DR 0 | Bar 3
Punch: 7 Kick 6 Grab 8

!Just That Good
!Ganger
!Meditation Practice
!Anger channeling
!Wild & Reckless

Act1: [walk: 6] twice using 2 alacrity
Act2: [loot the dead body to get its knife]
>>
Rolled 7, 4, 9, 7, 10, 7, 3, 8, 8, 10, 4, 1, 6, 7, 3, 9, 8, 8, 7, 7, 2, 1, 6, 5, 1 = 148 (25d10)

>>4340993
"FLYING DRAGON KICK"

>Dash with 10sp: Move 6-6-6-6-5
>Focus (+5 Sense on Next)
>-Just That good (-5sp)
>-Flow (-2sp) +5 Dice
>Push Kick Martinos adding Alacrity (8 Tech+ 5 Sense+ 5 Flow+ {3×2 Alc}+ 2 Kick)=26 dice


#Nam-Kyu
EVA: 6 | DR: 0 | BAR: 5

HP:14/14 | SP: 3/20 | ALC: 4

RESI 3 | REAC 5 | GRIT 4 | PROC 5 | TECH 8 | CHRC 5 | SENS 5 | LUCK 5

Kick +2 | Parry +1 | Throw +1 | Acrobatics +1 | Grab +1

Background: Private Security
{Just That Good 5sp=No 1's}
Style: Graceful & Gliding
-Flow 2sp
-Sweeping Kick Move
Contact [Kouga]: CHRC Stat [5]
Urban Obstacle Course {Dash 2sp=+1Move}
Run with the Slicers {Push Kick}
>>
Rolled 8, 1, 3, 5, 6, 5, 3, 7 = 38 (8d10)

>>4340993
"Scryiji, that's your queue. What do want to do, 'accept' his challenge and have us all dog-pile him, or go straight and have a faux fair knight's duel?"
"Either way, I'll give you advice: you probably don't need me to say this but [Catch Breath] first for any of your wounds and energy. and prepare to hit past any guarded because he's most likely steely."
>>4341004
"The former then, good show."
#Joseph
EVA: 7 | DR: 0 | BAR: 4

HP: 24/24 | SP: 16/16 | ALC: 4

RESI 6 | REAC 5 | GRIT 6 | PROC 4 | TECH 6 | CHRC 4 | SENS 9 | LUCK 5

Just That Good
Aware and Agile
Occupied Tiles are bonus dice.
Bypasser [3SP] Roll Acrobatics against REAC as part of movement through occupied tile.
Knife Bought
Slash: Reach 1, Roll TECH + 2
Stab: Reach 0, Roll TECH - 2, Hits Tripled, Grab Strength Bonus
Run With The Slicers
Push Kick: Kick that moves enemies, deals Force DMG
Background: Gang
>Move 6656
>Act 1: Restore Alacrity
>Move 65
>Use 2 ALC for extra dice
>Act [Grab] Martinos
>>
Rolled 8 (1d10)

>>4340993
>>4341036
>>
Rolled 6, 8, 10, 4, 8, 5, 6 = 47 (7d10)

>>4340993

Move 566
Action 1: Pick Knife on the ground next to the cart.
Action 2: Catch Breath Resilience(5+2)

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
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The crew grabs knives and prepares for havoc! and then! A striking comet falls on the moth circuit champion, who stumbles backwards from the sheer impact, fair torn out of the grasp of Joseph!

> Beatdown Phase! He's coming for you now!
>>
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{Martinos}

Raaaaaaggghhhh!!!!


Oh no! He's... He's picked up that entire stall!
>>
I’m sorry but because of my stupidity I have to ask another question: what does the dash action do exactly? I can’t find it in the charts but it’s completely possible that I’ve simply missed it. I hope this is the last show of ignorance I display for some time
>>
>>4341058
Check Flourish sheet in Urban Obstacle course
>>
>>4341061
Thanks you for the help
>>
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Martinos swings the stall like a madman, muscles screaming, sweat steaming! Old Iornhands once beat up the entire Arena Ambushers crew with a lighting pole but this... this is unprecedented!

And then, as people duck and throw themselves backwards, skittering away, Scryiji pledges hard style guard against hard style swing and shrapnel scatters over the area!

>Brawl Phase!
>>
{Martinos}
How are you still on FIRE, little iron heart? If my crew was half as hard as you lot we'd RULE this city!!

What do you WANT anyway?
>>
>>4341074
"Scryiji, you're the most charismatic person here, you ask him about the Slice Rat's base."
>>
>>4341068

#Oliver Haavisto
Background || Military ||
=Stats=
|| HP: 16/18 || SP: 2/14 || ALA: 3 || EVA: 6 || BAR: 4 ||
|| Res: 5 || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.
{Just That Cool} || Spend 5SP to add Luck to your next action's dicepool, 10s triple hit.

> -3 Ala || Move [1]x3.
> -1 AP || Refresh Alacrity.
> -3 Ala || Move [1]x1, [2]x1, [3]x1.
> -1 AP || {Weave} to [6].
>>
Rolled 3, 10, 9, 4, 9, 4, 3, 9, 6, 5, 4, 3, 9, 9, 5, 3, 9, 1, 3 = 108 (19d10)

>>4341068
Lett's end this!


>Move 56
>Action 1: Focus
>Action 2 +1ALA: Kick (7+4+8)

Kurzai
Just that Good
Background: Martial Arts/Law Enforcement
EVA: 4 | DR: 0 | BAR: 6

HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Parry +1
Grab+1
Snap+1
Throw+2
+2 Catch Breath

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath
>>
Rolled 1, 3, 5, 4, 7, 9, 9, 2, 4, 3, 10, 1, 2, 3, 8 = 71 (15d10)

>>4341068
>3 Alc: Move 6-5-6
>Sweep Kick Martinos (Kick +2, Tech 8)
>Normal Kick Martinos (Kick+2, Tech 8, Flow +3)

#Nam-Kyu
EVA: 6 | DR: 0 | BAR: 5

HP:14/14 | SP: 1/20 | ALC: 4

RESI 3 | REAC 5 | GRIT 4 | PROC 5 | TECH 8 | CHRC 5 | SENS 5 | LUCK 5

Kick +2 | Parry +1 | Throw +1 | Acrobatics +1 | Grab +1

Background: Private Security
{Just That Good 5sp=No 1's}
Style: Graceful & Gliding
-Flow 2sp
-Sweeping Kick Move
Contact [Kouga]: CHRC Stat [5]
Urban Obstacle Course {Dash 2sp=+1Move}
Run with the Slicers {Push Kick}
>>
>>4341068
>>4341091
dice missing
>>
Rolled 7, 8, 1, 6, 2, 6, 4, 10 = 44 (8d10)

>>4341068
>>4341091
>>4341096
oops
>>
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{Martinos}
You're persistent, I'll give you that-- but I can go all... all day... all daaaayyyy

He's wavering!
>>
Rolled 7, 1, 9, 1, 7, 1, 6, 9, 5 = 46 (9d10)

>>4341074
>>4341068
We just...
We just want to know where you're holed up is all.
Listen, you tell us where the Slicers are, and then we leave all leave and have a day where we don't throw stalls at each other.
You're reasonable, right? I'm reasonable too. Let's be reasonable together.
>negotiate with this mound of muscle (character, 6 dice + 3 alac)
>guard (11 dice)


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 28/28 | SP: 2/16 | ALC: 3

RESI 9 | REAC 3 | GRIT 5 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling

2 Guard
1 Punch

Background: Gang
>>
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{Martinos}
I'll take you ALL onnnnnnnnnn

And like a mountain, he cracks in majestic slow motion, a tectonic event rolling through to the natural end...
>>
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{Martinos}
I... I'll take you...

Thump
>>
>>4341115
"Guys help I'm stuck under the table."
>>
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{Otis}


By the dancing flame and the swirling void. Good work, fortunes. That's a favour chit well repaid there. The Slice Rats will think ten times through before they go causing a ruckus in this part of the Ward again.

Impressive Moth circuit champ there till the end. And now we know where Riski is. Hiding out in one of the old Granaries, is he? Hah, clever. They've been abandoned for years, ever since that scare with the Dross plague. Pay off a few sanitation workers and no one would ever question it.

Get yourselves bandaged and composed. Looks like we know where to go to finish the Slice Rats proper.
>>
>>4341121
Wait a second man, I'm helping Scryiji put out out his fire.

>>4341126
We better also make sure that fire-girl isn't sounding the alarm for them...
>>
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Victory!!

11 Slice Rats Beaten! +11 xp
1 Moth circuit champion beaten! +5 xp

Street Rep +2. Good work people.

==Rewards==

Otis pays you all 10 bits each. Score!
You can keep any knives you stole.

You get 1 xp for every turn you were active!

--

{Martinos}
I haven't had my fist scuffed that big since I thought to arm wrestle old Irons. That's a good proper scrap there, fire-heart.

Riski's a poisonous snake. If it weren't for me debt and me kid, I'd never work for him. But he pays well. All flush with cash ever since he hooked up with that high-born private business man.

You beat me fair and square, ya did. And fair's fair. Here.

Ya done earned this.


>Martinos offers his champions gloves! One of you may claim them.
>>
>>4341130
Being on fire for a little bit, I don't really mind, apart from the searing hot mind-numbing pain.
Wonder if there's a way I can be on fire all the time...
>>4341137
I'LL TAKE THOSE.
>Boss, how do we use XP, like? And the score, those bits, what sort of mischief can we buy with those?
>>
>>4341130
Actually, this brings up something interesting: despite being perpetually on fire for a while Scryiji took minimal damage and still fought at near-optimal efficiency, the flames also burned for far longer than it should.
We could just disregard this as the weirdness of hedge-work and go on but... Scryiji how do you feel right now?"
>>4341142
"Ah, okay get him hosed down."
>>
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And the quiet slinks into the ward house like a thief in the night

> Well done! Thanks for playing!
>>
>>4341137
Does everyone get the same amount of xp? I assume not because I did literally nothing beyond looting a body and punching another body so it would be dumb for me to gain any sort of reward, and same for others that have done nothing useful
>>
>>4341144
Thank you for DMing!
That was fun, and very different from other skirmishes I've done.

>>4341142
You could have asked nicely for the gloves, I would have let you keep them... Got a knife now, it's enough for me.

>>4341146
>You get 1 xp for every turn you were active!
Assuming you only came in at a certain turn, yopu don't get XP for the turns where you weren't on the map.
>>
>>4341146
Beyond gen active turns thing I mean
>>
Kouga: 11 Turns Active
Total exp: 27 Exp & +2 Street Rep

Nam-Kyu: 2 TurnsActive
Total exp: 18 Exp & +2 Street Rep

#Nam-Kyu
EVA: 6 | DR: 0 | BAR: 5

HP:14/14 | SP: 20/20 | ALC: 4

RESI 3 | REAC 5 | GRIT 4 | PROC 5 | TECH 8 | CHRC 5 | SENS 5 | LUCK 5

Kick +2 | Parry +1 | Throw +1 | Acrobatics +1 | Grab +1

Background: Private Security
{Just That Good 5sp=No 1's}
Style: Graceful & Gliding
-Flow 2sp
-Sweeping Kick Move
Contact [Kouga]: CHRC Stat [5]
Urban Obstacle Course {Dash 2sp=+1Move}
Run with the Slicers {Push Kick}

18 exp, +2 Street Rep

#Kouga
EVA:3 round up | DR: 0 | BAR:4

HP: 12/12 | SP: 16/16 | ALC: 3

RESI 3 | REAC 4 | GRIT 3 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Grab +1 | Snap +1 | Throw +3 | Acrobatics +1

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}

27 exp, 2 Street Rep
>>
>>4341147
Posting my charsheet for referencing later:

Kurzai (27 Exp / 2 Street Rep)
Background: Martial Arts/Law Enforcement
Just that Good

EVA: 4 | DR: 0 | BAR: 6
HP: 16/20 | SP: 12/12 | ALC: 3
RESI 5 | REAC 3 | GRIT 5 | PROC 3 | TECH 7 | CHRC 3 | SENS 8 | LUCK 1

Knife, can be thrown (Technique)
(Slash):
Reach 1, Roll Technique + 2
(Stab):
Reach 0, Roll Technique - 2, Hits tripled, Grab strength bonus dice

Focused and Precise
(Lock)
Roll Grab to Apply as Penalty to Stat
(Hard Throw Move)
Target thrown 1, but Resilience of Object they collide with added as bonus
(Three on one Defense Assessment)/TOODA
Parry hits re-oriented to different target
(Meditation Practice)
+1 Sense, +2 Catch Breath

Catch Breath +2
Parry +1
Grab+1
Snap+1
Throw+2
>>
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>>4341146
Everyone shares the spoils from defeating a rival gang, with a bonus sometimes if they've been active longer or done the very special.

So in your case Turp, you get 16 xp from being part of the fight and another +2 for 2 turns of activity! And yes, you do get paid 10 bits. Otis ain't stingy.

As for how we spend these spoils...
>>
>>4341184
Thanks for the great skirmish and the helpfulness dm! I can’t wait for the followup!
>>
>>4341144

(Thanks for running Command. I hope you had a good time.)

Turns active: 13 || +13xp ||
Slice Rats beaten: 11 || +11xp ||
Moth Circuit Champions beaten: 1 || +5xp ||
> Oliver Haavisto gains 29 xp.
> Oliver Haavisto gains 10 bits.

> Spend 6 bits to advance Reaction from 5 to 6.
Eva: (6+7+7)/3 => 6.6 => 7
Ala: √(6+3+4) => 3.6 => 4
> Evasion advances from 6 to 7.
> Alacrity advances from 3 to 4

#Oliver Haavisto
Background || Military ||
XP: 29
Bits: (10 => 4)
=Stats=
|| HP: 16/18 || SP: 2/14 || ALA: (3 => 4) || EVA: (6 => 7) || BAR: 4 ||
|| Res: (5 => 6) || Rea: 5 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +2
(Parry): +3
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.
{Just That Cool} || Spend 5SP to add Luck to your next action's dicepool, 10s triple hit.
{Slash} || Reach: 1 || When holding Knife, roll [Tec]+2.
{Stab} || Reach: 0 || When holding Knife, roll [Tec]-2. Hits tripled. Add grab strength bonus to dicepool.
>>
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Right Fortunes, you've done me a right good turn. I know some fellas. You might have heard of Rainbow, Rush and Rivers? Yeah. The Heldeon Job; that was them. The Arbitrage Arsons. The Sky Theft Trick. The--

Rush, not now.

It might be you're hankering for a few new tricks and a few new flourish moves?

Most contraband collections of Iconography are harder to get to these days. Mistil that spark-speaker must know a former priest or mage-wright who taught her how to whisper fire. Maybe if you catch her, you can find out who? Until then, the best we've got is the arts of the fist and the fine word.


> Flourishes! New ones!
>>
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{Mistil}
Boss-man, they're c-coming! They're c-coming!

{Riski}
Well well well. Old Otis is finally making his big move, is he? Ha ha. Good!

> To be continued...
> For now, talk! Plan! Get Nam-Kyu out from under the stall! Ask questions!

> comments welcome! Balance suggestions welcome too!
>>
Ok, this Riski looks scary. I don’t really have anything to say about balancing, the combat seemed fair to me
>>
>>4341268
16 exp for being a part of the fight + 10 exp for 5 active turns correct? It was slightly difficult to tally the turns I was active but that's not your fault.
>Upgrade [Aware and Agile] to Rank 2: -10 exp and 2 bits
>Learn [Think on your feet]: -14 exp
>Upgrade RESI to 7: -7 bits.
Total spent: 24 EXP and 9 Bits
Total Left: 2 Exp and 1 Bit
>>
>>4341184
>>4341234

> Spend 10xp and 2 bits to advance Graceful & Gliding style from 1 to 2.

#Oliver Haavisto
Background: Military
Style: Graceful & Gliding (1 => 2)
XP: (29 => 19)
Bits: (4 => 2)
=Stats=
|| HP: 18 || SP: 14 || ALA: 4 || EVA: 7 || BAR: 4 ||
|| Res: 5 || Rea: 6 || Grit: 4 || Tec: 7 ||
|| Pro: 4 || Cha: 3 || Sen: 3 || Luc: 7 ||
=Skills=
(Grab): +1
(Kick): +(2 => 3)
(Parry): +(3 => 4)
=Techniques=
{Flow} || Spend 2 SP to add movement to next strike.
{Sweeping Kick} || Move: A kick that hits against [Rea] floor targets.
{Push Kick} || Move: A kick that deals force damage and can cause knockback.
{Redirecting Parry} || Move: A parry that redirects margin hits at another target.
{Just That Cool} || Spend 5SP to add Luck to your next action's dicepool, 10s triple hit.
{Slash} || Reach: 1 || When holding Knife, roll [Tec]+2.
{Stab} || Reach: 0 || When holding Knife, roll [Tec]-2. Hits tripled. Add grab strength bonus to dicepool.
>>
> Spend 14 xp to get the flourish Deep reserve and 9 bits to raise resilience from 8 to 9

HP 30/30 SP 12 AL 3
Resi 9 Reac 2 Grit 6 Proc 4 Tech 5 chrc 2 Sense 7 Luck 2
EV 3 | DR 0 | Bar 3
Punch: 7 Kick 6 Grab 8

EXP: 2
Bits: 1

!Just That Good
!Ganger
!Meditation Practice
!Anger channeling
!Wild & Reckless
!Knife
!Deep reserve
>>
>>4341268
>learn elbow drop
>rank up to stoic 2
>level grit to 6
Just traits seem a little underpowered in their current iteration, because hitting 10s and 1s just isn't that likely at 10% each dice.
I'm also not exactly sure how far reach 0... reaches... but it seems like we figured it out in the end.


#Scryiji
EVA: 4 | DR: 2 | BAR: 4

HP: 36/36 | SP: 19/19 | ALC: 3 | DODG: 4

RESI 9 | REAC 3 | GRIT 6 | PROC 2 | TECH 4 | CHRC 6 | SENS 7 | LUCK 3

Just That Suave
Stoic and Steely
A Good Coat
Anger Channeling
Moth Champion Gloves
Elbow Drop

3 Guard
2 Punch (+1 damage)

Background: Gang
2 Bits
>>
>>4341142
"Do not forget politeness and humility lest you earn yourself a spanking."

>>4341144
>Gain 10 bits, 20 XP

#Teresa
EVA: 3 | DR: 0 | BAR: 5
HP: 18 | SP: 18/18 | ALC: 3
RES 7 | REAC 4 | GRIT 2 | PROC 3 | TECH 3 | CHR 6 | SENS 7 | LUCK 2

[Just that Suave] 3SP: 10's Explode
[Stoic and Steely] {Plant Feet}{F} 4SP Gain RES Roll DR
{Oakbreaker Move} Delay Punch, Double Hit
!Light Bodyguarding Work {Hard Guard} 1SP, 10 on Guard = 1 Dmg
!Glimmer-Mandate Ring: Roll Chr to heal on touch,+1 Dice per SP
(Punch +2 Guard +3)
>>
>>4341184
>Pay 16 exp, gain [Mesh-Listener]
>Pay 5 Bits Train Grit 4==>5
>Pay 4 Bits Train Resilience 3==>4
>Hp goes from 14 to 18

#Nam-Kyu
EVA: 6 | DR: 0 | BAR: 5

HP:18/18 | SP: 20/20 | ALC: 4

RESI 4 | REAC 5 | GRIT 5 | PROC 5 | TECH 8 | CHRC 5 | SENS 5 | LUCK 5

Kick +2 | Parry +1 | Throw +1 | Acrobatics +1 | Grab +1 | {2 exp, 1 Bits}

Background: Private Security
{Just That Good 5sp=No 1's}
Style: Graceful & Gliding
-Flow 2sp
-Sweeping Kick Move
Contact [Kouga]: CHRC Stat [5]
Urban Obstacle Course {Dash 2sp=+1Move}
Run with the Slicers {Push Kick}
Mesh-Listener {Roll Proc for Kinetic- Launch Tech-Range Sens}
>>
>>4341246
"....Huh? Man that hit like a truck. Missed the end of the fight too... Can't believe I had to be bailed out by Nam again."
>Level Up Style Rank (1==>2) -10 exp & 2 Bits
>Level Up Style Rank (2==>3) -15 exp & 3 Bits
>Level Up Grit (3==>4) -4 Bits
>Hp is now (12==>14)
>Alc is now (3==>4)

#Kouga
EVA:3 | DR: 0 | BAR:4

HP: 14/14 | SP: 16/16 | ALC: 4

RESI 3 | REAC 4 | GRIT 4 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK -1

Grab +3 | Snap +3 | Throw +5 | Acrobatics +1 | {2 exp, 1 Bits}

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise Rank 3
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}
>>
>>4341246
>Question:
Since my luck is -1, can I pay 0 to gain luck 0 & then 1 Bit to gain Luck 1?
>>
>>4341464
Minimum will be 1 and 1. Gotta give the trainers their due when you play blind folded darts.
>>
>>4341344
They're intended as little bonus moves. They also have some interesting side applications.

789 10 10

is 7 hits and 2 criticals. The trick there is that the 10s are treated as special if they're not opposed by any 1s. When using Just That Good, you have a remarkable chance of triggering criticals which will hammer your foes with effects based on your attack.

cool adds a good chunk of luck and feels fair.

Suave I will adjust a touch because the possibility of multiple 10s chaining is relatively limited, even if it remains possible.
>>
File: Rules 2.jpg (1.33 MB, 2468x3532)
1.33 MB
1.33 MB JPG
> capped Punch + dice = grit
> Just That cool costs 4 SP now
> Added 3 new styles
> Added a note to catch breath

Due to to some things working out better and different, the universal baseline for Resilience and Sense was adjusted down a notch. If you made a fighter before these changes, you can keep your original stats.
>>
>>4342057
>Train Luck from -1 to 1 (1 Bit)

#Kouga
EVA:3 | DR: 0 | BAR:4

HP: 14/14 | SP: 16/16 | ALC: 4

RESI 3 | REAC 4 | GRIT 4 | PROC 3 | TECH 6 | CHRC 5 | SENS 6 | LUCK 1

Grab +3 | Snap +3 | Throw +5 | Acrobatics +1 | {2 exp, 0 Bits}

Background: Law Enforcement
{Just That Good 5sp=No 1's}
Style: Focused & Precise Rank 3
-Lock 2sp
-Hard Throw Move
Urban Obstacle Course {Dash 2sp=+1Move}
Knife Bought {Slash & Stab}
>>
File: They're Here.jpg (263 KB, 1729x1132)
263 KB
263 KB JPG
{Mistil The Flamespeaker}
They're coming, boss. Otis and his goons! They beat Martinos in the Trade district and they're coming for us!

{Riski}
Good

{Mistil}
Good?! You're starmad, metal-man!

{Riski}
We beat and we string 'em from the Gates. If old Otis thinks he's going to end up in the council, he's got another thing coming.
>>
>>>4342222

I've got a little task for ya, sliver....



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