Oh.
I don't understand the movement phase, then. We're in melee range. There is no need to move closer; you're already there.

Just for reference, I think it goes like this:


Initiative roll: Pure agility vs. Pure agility.
Success Result: Who takes action first.

Movement Roll: Either pure agility vs. pure agility to move elsewhere, or AGI+((WEAPON/2)-1) vs. pure agility to get off an attack.
Success Result: For the first, move into a new position, +1 to next movement roll, turn ends. For the second, initiate attack phase.

Attack Roll: Either STR+(WEAPON/2) vs. STR+(WEAPON/2) for blocking, or AGI+((WEAPON/2)-2) vs. AGI+(NOTICE/2) for dodge.
Success Result: Attack hits, roll for damage.

Damage Roll: If failed at Block, (STR+(WEAPON/2))-BLOCK/2 vs Endurance. If failed at Dodge, STR+(WEAPON/2) vs. Endurance.
Success Result: Results in +x wound, where x is the Damage total - Endurance total.

*Attacking rolls are always listed first in vs.
**If the attacker fails to win a roll, the turn immediately ends.
 
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Man, the IC is so far past the fight right now. I feel like there's probably going to need to be some massive editing once Azrael and I actually get to fighting.
 
Man, the IC is so far past the fight right now. I feel like there's probably going to need to be some massive editing once Azrael and I actually get to fighting.
From what I can tell, there are two different things going on.
  1. Caster sees Champion planning on ganking her while everyone's distracted with the fight.
  2. Big fight.
Both are happening simultaneously.
 
From what I can tell, there are two different things going on.
  1. Caster sees Champion planning on ganking her while everyone's distracted with the fight.
  2. Big fight.
Both are happening simultaneously.
Yeah, I know, but everyone is talking as if the fight is still going on, and I'd say that at least 1-2 minutes have passed. With our combat system, that could be 6 combat turns minimum. That's a lot of possible hits to ignore.
 
Alright rolling for avoiding attack movement. All my rolls against legacy will be in this I guess.

Edit: Movement- 10
Edit: Movement vs. Sakura saber- 7
Edit: Block vs. Sakura- 12 +(8+6)/2= 19
Illusion threw 4 6-faced dice. Reason: movement dodge Total: 18
5 5 5 5 6 6 2 2
Illusion threw 4 6-faced dice. Reason: Movement dodge Total: 12
1 1 5 5 4 4 2 2
Illusion threw 4 6-faced dice. Reason: Block vs. Sakura Total: 16
5 5 3 3 5 5 3 3
 
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Alright rolling for avoiding attack movement. All my rolls against legacy will be in this I guess.

Edit: Movement- 10
Really, Dummy Baka Summoner should've known better than to attack a Saber in close combat.

EDIT: Oops. Um. Don't count the fifth die.
Nanimani threw 5 6-faced dice. Reason: Mumyou Sandan-Zuki Total: 20
3 3 5 5 1 1 5 5 6 6
Nanimani threw 4 6-faced dice. Reason: Oh right, have to move first. Total: 14
2 2 3 3 6 6 3 3
 
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Saber-Senpai wai. :(

Well, I completely failed to even get near you @Illusion. You can stealth ambush now @notmi or its Saber's turn again I believe.
I'll stealth ambush once Saber makes an attack.

Rolls:
Agility for ambush: +6
Initiative: +8
notmi threw 4 6-faced dice. Reason: Agility Total: 11
1 1 4 4 4 4 2 2
notmi threw 4 6-faced dice. Reason: Initiative Total: 13
1 1 1 1 6 6 5 5
 
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Should there be any special mechanics for Mumyou Sandan-Zuki? I think there should be since it's similar to Tsubame Gaeshi, as in "That's fucking hax, even for an NP!"
Only reason I put it as a skill instead of an NP is that Tsubame Gaeshi isn't an NP.
A demonic sword technique, one Okita made for herself after she learned all her style had to offer and wanted to improve yet more.
Similar to Tsubame Gaeshi, which makes three slash appear in the exact same time, this makes three thrusts almostsimultaneously.

The first his, and clashes with what's used to block it, making both null. The second pushes whatever's used to block away and destroys anything else that can defend against it. The third land in the completely undefended neck.

However, despite that they are separate things, they still all exist "In the same time and the same position"
If the first thrust is somehow blocked without any loss of power, there are two more thrusts to break it before the second thrust breaks past the armor. If the armor is unbroken after the second, the other two will break it to allow the third to cut through.

If Tsubame Gaeshi is something that "Cannot be dodged", Mumyou Sandan-Zuki is something that "Cannot be blocked".
 
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@Nanimani
Now I want to make a servant sheet for one of my favorite characters in mythology and one of his NPs is Kusanagi, so you don't if I copy and paste the one on Demon Saber, right?
 
Alright, just to announce some things, this RP is not dead. I've been somewhat busy, but I think I can initialize the next phase with the system I have in place now.

@Azrael and @D.D. Spectator are the two active rollers right now. @notmi is returning to the fight, and @Illusion is disabled but not incapacitated.
Now that we're implementing the new system, we're not going to be posting the battle until an entire cycle (all active combatants) have finished their turn.

@Azrael @D.D. Spectator roll for Initiative, @notmi roll with -1, and @Illusion roll with -2 for recovery.

After that, its going to be somewhat a rocky transition, so Saber should roll END to defend against Archer's attack, and Archer should roll for damage according to the weapon and Combat rules defined in the appropriate threadmarks (Basic Weapons and Basic Combat Mechanics respectively). We'll start from the Defense Phase and then continue according to the Initiative rolls.

The Summoners have not decided to make any aggressive/active actions towards one another yet, so we'll abstain on that part.

Everyone good with this? Any inconsistencies and/or issues with this?
 
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I'm going to bed, but I'll post my initiative roll now, so people aren't waiting for me to know where they stand.

Total: +8
notmi threw 4 6-faced dice. Reason: Initiative Total: 13
6 6 2 2 4 4 1 1
 


You two need to roll for damage and endurance as well.
After that, its going to be somewhat a rocky transition, so Saber should roll END to defend against Archer's attack, and Archer should roll for damage according to the weapon and Combat rules defined in the appropriate threadmarks (Basic Weapons and Basic Combat Mechanics respectively). We'll start from the Defense Phase and then continue according to the Initiative rolls.
 
Alright, just to announce some things, this RP is not dead. I've been somewhat busy, but I think I can initialize the next phase with the system I have in place now.

@Azrael and @D.D. Spectator are the two active rollers right now. @notmi is returning to the fight, and @Illusion is disabled but not incapacitated.
Now that we're implementing the new system, we're not going to be posting the battle until an entire cycle (all active combatants) have finished their turn.

@Azrael @D.D. Spectator roll for Initiative, @notmi roll with -1, and @Illusion roll with -2 for recovery.

After that, its going to be somewhat a rocky transition, so Saber should roll END to defend against Archer's attack, and Archer should roll for damage according to the weapon and Combat rules defined in the appropriate threadmarks (Basic Weapons and Basic Combat Mechanics respectively). We'll start from the Defense Phase and then continue according to the Initiative rolls.

The Summoners have not decided to make any aggressive/active actions towards one another yet, so we'll abstain on that part.

Everyone good with this? Any inconsistencies and/or issues with this?

Why do I get a -2? I spent a fate point to avoid damage. Also I left the battle to go protect Saber's master and my master so unless someone attacks me specifically Lancer isn't really fighting.
 
Why do I get a -2? I spent a fate point to avoid damage. Also I left the battle to go protect Saber's master and my master so unless someone attacks me specifically Lancer isn't really fighting.
It's a -2 to jump back into the fight after being knocked away. But it's kind of irrelevant, because you already left the fight to go chat with people.
 
I managed to mess up my laptop, so I'll be stuck mostly using my phone for a while. I can still post and everything, but expect some spelling errors and delays.
 


You two need to roll for damage and endurance as well.

After that, its going to be somewhat a rocky transition, so Saber should roll END to defend against Archer's attack, and Archer should roll for damage according to the weapon and Combat rules defined in the appropriate threadmarks (Basic Weapons and Basic Combat Mechanics respectively). We'll start from the Defense Phase and then continue according to the Initiative rolls.
So, @D.D. Spectator @Azrael are you two planning to roll anytime soon?
 
Are you sure you did that correctly?
nyways, on weapons:
MELEE weapons provide a flat damage bonus, and work with the Basic Combat System and Fight Skills. Ranged weapons provide large Damage-Only Bonuses, and are NOT effected by STR when calculating damage. Instead, use Shoot and other applicable skills in place of WEAPON for Movement and other such rolls, and in place of STR when calculating damage..
Example Stats:
Mundane Blades (+2 WEAPON bonus)
Mundane Blunt Weapons (+1 WEAPON bonus)
Bloodstained Blade (+2 WEAPON bonus to start)
Low Caliber Handgun (+10 WEAPON Damage Bonus, +1 WEAPON bonus)
Hunting Rifle (+18 WEAPON Damage Bonus, +1 WEAPON bonus)
etc.
 
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