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Search for the Artifact.

Posted by GM KENFor group 0
Totsu
player, 557 posts
Tue 15 Jun 2021
at 04:58
  • msg #133

Re: SEARCH FOR THE ARTIFACT

In reply to Arashi Fukushu (msg # 132):

I think Arashi has forgotten that he is using my Katana which is a Master quality.
That would be an additional +2 bcs and +2 damage.
Unless Arashi is purposely NOT using the Katana that Totsu has provided for him.  If you are not using this then Totsu would like to know why?
Hopefully Evil Arashi doesn't have this katana.
Arashi Fukushu
player, 313 posts
Tue 15 Jun 2021
at 10:16
  • msg #134

Re: SEARCH FOR THE ARTIFACT

In reply to Totsu (msg # 133):

OCC: Good catch Rich, I though it was good quality, so BCS of 16 with extra point of damage for 9 off Evil Arashi.
GM KEN
GM, 35 posts
Tue 15 Jun 2021
at 12:01
  • msg #135

Re: SEARCH FOR THE ARTIFACT

In reply to Totsu (msg # 131):

TOTSU FIGHT
Good Totsu tries to entangle Evil Totsu and has a 14 effect.
Evil Totsu makes his speed ST and suffers 14 restrictions but is not entangled. This means he is at -14 BCS for a Detailed Turn.

Evil Totsu acts simultaneously at full BCS
1st punch lands and does 6 damage
He tries to punch again using second strike but Good Totsu's armor takes the hit.



ACTION SUMMARY
Good Totsu is now at -6HP
Evil Totsu now is at -14BCS

GM KEN
GM, 36 posts
Tue 15 Jun 2021
at 12:14
  • msg #136

Re: SEARCH FOR THE ARTIFACT

In reply to Arashi Fukushu (msg # 134):

ARASHI ACTIONS
Good Arashi draws katana and hits Evil Arashi for 9 damage.
Evil Arashi wants to hit Good Ito but is not in his front facing and cannot move into one because of opponents so instead attacks Good Takeshi. He draws katana and hits Good Takeshi for 9 damage.


ACTION SUMMARY
Good Takeshi -9HP
Evil Arashi -9HP

GM KEN
GM, 37 posts
Tue 15 Jun 2021
at 12:16
  • msg #137

Re: SEARCH FOR THE ARTIFACT

Totsu primary action is next in 9 then Arashi's in 8

I have verified actions allowed, Nobody has a SAP.

Reminder, SPEED/10 is the max number of action you can take in a detailed turn.
Zanshin score dictates what you can do with those actions.

A 20 speed gives you 2 actions. A 1 zanshin dictates that your first action is a BAP and your second action is a SAP. If you had a 2 zanshin you would get a BAP and a PAP.
Actions allowed in a BAP, PAP, or SAP are shown on pages 61 and 62.

This message was last edited by the player at 14:10, Tue 15 June 2021.
Totsu
player, 558 posts
Tue 15 Jun 2021
at 18:45
  • msg #138

Re: SEARCH FOR THE ARTIFACT

In reply to Arashi Fukushu (msg # 134):

It is 2 steps above good.  I meant it was +2 bcs and +2 damage above a good katana.
Thus +3 bcs and +3 damage.  Damage with your strength is 1d6+8.

Inferior -    -1 bcs   -1 damage
Average -      0 bcs    0 damage
good -        +1 bcs   +1 damage
superior -    +2 bcs   +2 damage
Master -      +3 bcs   +3 damage

You have Master.  There is nothing better.  Now kick your own butt with it.  :)
This message was last edited by the player at 19:09, Tue 15 June 2021.
Arashi Fukushu
player, 315 posts
Wed 16 Jun 2021
at 13:15
  • msg #139

Re: SEARCH FOR THE ARTIFACT

In reply to Totsu (msg # 138):


Arashi will attempt a thrust attack action against his evil counterpart.

Thrust
The Thrust attack uses the point of the weapon in the attack.
Damage is reduced by 1 step in the damage dice. See section 1117.4
for the reduction steps. The attacker's BCS receives a +1 in addition
to any other situation modifiers. The damage done is the percent
chance of a Thrust special effect. A Thrust special effect will force
the target back 1 yard and cause him to forfeit his next Available
Action Phase. It also requires a Will Saving Throw to avoid a Stun
Critical Effect.


Katana (Masterwork) BCS 21, +6 blessing,-6 AC, +1 Thrust Sit. Mod. =22BCS.

09:05, Today: Arashi Fukushu rolled 2 using 1d100.  Thrust percentage roll for special effect 9% .

09:04, Today: Arashi Fukushu rolled 9 using 1d3+8.  Thrust damage against Evil Arashi 1d3+8.

09:02, Today: Arashi Fukushu rolled 7 using 1d20.  PAP Thrust attack against Evil Arashi BCS 22 .

Success!  Evil Arashi takes 9 damage and must make Will ST or be stunned.

Arashi pushes Evil Arashi back 1 yard and advances 1 yard.
GM KEN
GM, 39 posts
Wed 16 Jun 2021
at 15:56
  • msg #140

Re: SEARCH FOR THE ARTIFACT

In reply to Arashi Fukushu (msg # 139):

Arashi uses the thrust ability to control evil Arashi who, at the same time, lashes out at once again at Takeshi.

Evil Arashi's attack lands, knocking good Takeshi down.
As he does so good Arashi takes great advantage with a thrust attack. Evil Arashi trips while being pushed backwards and hits the ground hard with his head. He is not currently moving.

(He rolled a 20 to avoid stun and another 20 to see how bad his critical failure was)

ACTION SUMMARY
Evil Arashi unconscious or dead on the ground.
Good Takeshi unconscious or dead on the ground.
It is still Totsu's PAP in 9 which we will resolve before phase 4 begins.
GM KEN
GM, 40 posts
Wed 16 Jun 2021
at 18:18
  • msg #141

Re: SEARCH FOR THE ARTIFACT

After good and evil Totsu's take their PAP the Ito's and evil Takeshi will be up.

Good Ito hears Evil Takeshi casting and sees evil Ito moving towards him (Jujutsu). Actions will be resolved simultaneously, Bad guys know what they are doing.
Totsu
player, 561 posts
Wed 16 Jun 2021
at 19:12
  • msg #142

Re: SEARCH FOR THE ARTIFACT

In reply to GM KEN (msg # 141):

In BAP 9
Totus will attempt to wrap up evil Totsu with his chain
BCS 15 + 6 bless +1 evil totus second strike - 2 evil Totsu AC= BCS of 20
Totsu rolled a 7 thus 20-7=13 +1 effect modifier for an effect of 14.  He must make a speed saving through (minus his current restrictions) to prevent being subdued.  If he makes the speeed save he will be at an additional 14 restrictions.
Let me know if I got anything wrong.
GM KEN
GM, 41 posts
Wed 16 Jun 2021
at 20:41
  • msg #143

Re: SEARCH FOR THE ARTIFACT

Evil Totsu tries to hit good Totsu a couple times but ends up getting all twisted up as the chain complete envelopes him leaving him helpless.

Ito's and evil Takeshi are up. (Ron's action)
This message was last edited by the player at 09:37, Thu 17 June 2021.
Ito
GM, 30 posts
Thu 17 Jun 2021
at 02:06
  • msg #144

Re: SEARCH FOR THE ARTIFACT

Ito, fearing takeshi the most, begins chanting in an effort to exorcise him.  Sweat immediately pours from his body in concentration as his spirit thrives to wrestle that of the evil takeshi.

Ito invokes his health and bcs blessings. If the creature is a harmful or malign spirit of any pantheon:malignKami,Oni.Specters,Demons,etc, he can effect a spirit equal to a rank 7 with his roll below. If effected, he reduces their rank by his power (which is 6).  When the rank gets to 0, it is banished.  This costs 3 power points.

21:58, Today: Ito rolled 17 using 1d20.  Attempt takeshi exorcism bcs 24-spirit rank .

22:05, Today: Ito rolled 7 using 3d3.  Health blessing.
22:04, Today: Ito rolled 4 using 3d3.  Bcs blessings .

GM KEN
GM, 43 posts
Thu 17 Jun 2021
at 09:59
  • msg #145

Re: SEARCH FOR THE ARTIFACT

In reply to Ito (msg # 144):

As Good Ito releases energy to banish evil Takeshi, evil Ito attempts to Jujutsu good Ito.
Good Ito uses his knowledge of Jujutsu to defend himself, and not only counters the attack but ends up throwing evil Ito to the ground a square closer to Arashi and Totsu.

ATTACK RESULTS
Evil Takeshi banished
Good Ito standing over Evil Ito



05:54, Today: Takeshi Oshiro, on behalf of Ito, rolled 1 using 1d3.
05:53, Today: Takeshi Oshiro, on behalf of Ito, rolled 4 using 1d10.  Ito throw 4.
05:49, Today: Takeshi Oshiro, on behalf of Ito, rolled 5 using 1d20.  crit?
05:47, Today: Takeshi Oshiro, on behalf of Ito, rolled 1 using 1d20.  Good Ito Jujutsu defense BCS 17.
05:44, Today: GM KEN rolled 6 using 1d20.  Evil Ito Jujutsu takedown good Ito BCS 17.

GM KEN
GM, 44 posts
Thu 17 Jun 2021
at 10:01
  • msg #146

Re: SEARCH FOR THE ARTIFACT

Totsu is up in round 2, action 15.

After re-reading the rules, Evil Totsu is helpless at your feet and can do nothing to escape. Tough rules that I will think on a bit after this combat.
Totsu
player, 564 posts
Thu 17 Jun 2021
at 15:14
  • msg #147

Re: SEARCH FOR THE ARTIFACT

In reply to GM KEN (msg # 146):

In BAP 15 (I thought I posted this but can't seem to find it now?) Totsu attempts to tie up Evil Totsu using Kusari-Jutsu
BCS 15 +6 Bless -6 (using Kusari-Jutsu in place of Hojujtsu) +1 carryover from Evil Totsu 2nd strike giving a BCS of 15 or 16.
Rolled a 20.  Critical failure.  Totsu is probably tying his own shoelaces together.  Do I need to make a Speed ST to prevent entangling myself?  If so Totsu Speed ST is a 10.



Uuuggghh
All those good rolls just to screw up the easiest part.

Agree it is tough but it did take several really good rolls to get him into that position and it is pretty much like grappling with Jujutsu.  Just keep in mind that the subject is suffering no damage at all.  With Grappling I could now choose to break his arm knock him unconscious or even kill him but with being tied up it will require additional actions.  This is something that works better on people with high strength than grappling (which Totsu has and why I chose this attack form against him).  I would still attempt Jujutsu over this for people who do not have high strength and who do not know jujustu.  For example when (If I ever get to Takeshi) I would attempt to put him in a grapple hold and it would be much easier and quicker for me to do that with him that what I just did with Evil Totsu.
This message was last edited by the player at 15:24, Thu 17 June 2021.
GM KEN
GM, 45 posts
Thu 17 Jun 2021
at 17:21
  • msg #148

Re: SEARCH FOR THE ARTIFACT

Good Arashi is up
Arashi Fukushu
player, 316 posts
Fri 18 Jun 2021
at 10:11
  • msg #149

Re: SEARCH FOR THE ARTIFACT

In reply to GM KEN (msg # 148):

Arashi moves to engaged with Bad Ito (T5) and attacks w/MW katana.

BCS 21, +6 blessing, -6 for BCS 21.

06:07, Today: Arashi Fukushu rolled 9 using 1d6+8.  Damage to Bad Ito W/ MW Katana .

06:06, Today: Arashi Fukushu rolled 8 using 1d20.  Attack Bad Ito w/MW Katana.

Arashi delivers a slashing cut for 9 damage to Bad Ito!
Arashi Fukushu
player, 317 posts
Fri 18 Jun 2021
at 10:16
  • msg #150

Re: SEARCH FOR THE ARTIFACT

In reply to Arashi Fukushu (msg # 149):

PAP : Attack again on Bad Ito.

06:21, Today: Arashi Fukushu rolled 9 using 1d6+8.  Damage to Bad Ito W/ MW Katana .

06:21, Today: Arashi Fukushu rolled 12 using 1d20.  Attack Bad Ito w/MW Katana.
Another 9 damage!
This message was last edited by the player at 10:42, Fri 18 June 2021.
GM KEN
GM, 46 posts
Fri 18 Jun 2021
at 11:40
  • msg #151

Re: SEARCH FOR THE ARTIFACT

Good Arashi moves to engagement with Evil Ito and whacks him twice, slicing right through the heavy armor worn.

Evil Ito takes 18 damage and is still standing.

It is Good Totsu's turn in 9 (Arashi already took his PAP 8)

Totsu has Evil Totsu subdued and tied up. He will not be getting out any time soon. You can safely leave to finish any battle going on and return before Evil Totsu could escape.
Totsu
player, 566 posts
Fri 18 Jun 2021
at 16:09
  • msg #152

Re: SEARCH FOR THE ARTIFACT

In reply to GM KEN (msg # 151):

In BAP 9 Totsu pulls out his other Yawara (dropping his hold on the chain/yawara) and moves his maximum distance toward the group (not sure if I can move 1 yard forward or of if the turn is required and counts as my movement) preparing to run his full movement on his next BAP.
GM KEN
GM, 48 posts
Fri 18 Jun 2021
at 17:47
  • msg #153

Re: SEARCH FOR THE ARTIFACT

In reply to Totsu (msg # 152):

Totsu can change weapons and turn to face North on map
It is Good Ito and Evil Ito's action in 4
GM KEN
GM, 49 posts
Fri 18 Jun 2021
at 17:52
  • msg #154

Re: SEARCH FOR THE ARTIFACT

Evil Ito realizes his freedom will not last very long as his allies are all but non existent.
He makes a last ploy, trying to capture good Ito and threaten his death.

Evil Ito makes a grapple attack against Good Ito and starts to get him in a hold.
Good Ito can resist with a Jujutsu roll if he desires.
Ito
GM, 32 posts
Fri 18 Jun 2021
at 21:26
  • msg #155

Re: SEARCH FOR THE ARTIFACT

Ito, knowing is opponent as well as he knows himself, let’s Evil Ito step in while Good Ito tries to step out.

If successful, he then attempts to banish Evil Ito.

If he gets grappled, he will yell, He is like a child in combat. Attack even if you hit me instead!


17:22, Today: Ito rolled 11 using 1d20.  Banish evil ito. Bcs 24-spirit.
17:21, Today: Ito rolled 10 using 1d20.  Jujutsu counter free. Bcs 17.

GM KEN
GM, 50 posts
Sat 19 Jun 2021
at 18:15
  • msg #156

Re: SEARCH FOR THE ARTIFACT

Evil Ito tries to step in but Good Ito side-steps him even as the final words of banishment utter from good Ito's mouth. The spirit disappears in a howl.

The characters look about.
Good Takeshi lies on the ground near Ito and Arashi
Evil totsu is entangled with good Totsu's chain weapon on the south side of the temple.
All other spirits are gone save a lone figure in the temple itself that seems to have just appeared though perhaps it has always been there. It smiles at the group, a look of relief on its face. It gives you a nod and fades away. With its departure, on the ground where it stood, is a small black lacquered box inlaid with small polished stones in the form of three wave patterns, off-white in color.
Ito
GM, 33 posts
Sat 19 Jun 2021
at 18:44
  • msg #157

Re: SEARCH FOR THE ARTIFACT

Ito move immediately to Takashi attempts to heal him.  Muttering a prayer over the Buddhist, perhaps to foreshadow peace between the religions, his hands glow over the wounds.

(Unless dead, or unless more than 50 points of damage taken, Takashi gets 10 up back).
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