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Do talk about Fight Club.

>Previous Thread:
>>82446046

>START HERE<
https://whitezhark.gitlab.io/fight-club/

>What is fight club?
Actual games on /tg/. Post character images, stat them and then have them fight other characters in an arena. The goal is just to show off games you think are cool with waifus and/or husbandos.

>What can I do?
You got a game you think is cool? Stop arguing on the internet about it and come show us how it works. You got a character you want to see in action? Give us a sheet in the thread. You got a waifu you want statted? Post her! Provide a bit of context if there is any to be had.

>I want to know more!
https://gitlab.com/WhiteZhark/fight-club/-/wikis/home
>>
>>82481861
Tournament time?
>>
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>Hello ladies and gentlemen~ It's me Harekina-Chan along with my partner and commentarist Gurg, the Destroyer
>GURG SAYS GOOD MORNING TO ALL EXPECTATORS
>Today we are going to meet new participants on the Arena, keep an eye on them they look promising~
>>
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Stat kyle R
>>
>page 3
Bro…
>>
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Here is some new content. I got a new map for the Arena edited and ready for use: https://files.catbox.moe/r50ztw.png

I like this one, it has different levels, stairs, water and places to hide and climb.

With these maps we could even do special events that are not directly fight to death

For example, there is an elevation on the center of the map
We could have a "king of the mountain" kind of game where the objective is to hold the ground there for X minutes, with two teams fighting. Or a "capture the flag" game with both teams trying to catch each other's flags while vashing the head of enemies.
>>
>>82482105
>We could have a "king of the mountain" kind of game where the objective is to hold the ground there for X minutes, with two teams fighting.
While a very cool idea, with GURPS combat having 1-second turns, minutes is a bit much. And if it's in seconds, it could be a bit too swingy, or just become a regular brawl to the last fighter standing rather than about actually holding ground.
>Or a "capture the flag" game with both teams trying to catch each other's flags while vashing the head of enemies.
This, I think, is brilliant. Could be teams of challengers against each other, a team of challengers against house fighters or special guests, or even traps or automata. Lots of potential.
>>
>>82482255
No, you fuck off. We have decided to play actual games in this series of threads instead of just talking about them. Y'know, like tg is SUPPOSED to do.
>>
>>82482105
Cute fraud!
>>
>>82482296
It's not even a quest, you absolute dumb fuck. It's an arena. Either build a character and do a fight or get the hell out.
>>
>>82482255
>>82482296
>>82482381

Wot
People are literally playing several /tg/ systems here like GURPS, CONAN, Shadow of the Demon Lord and etc
>>
>>82482408
That ain't what ya momma said to me last night.
>>
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I dislike trannies as much as anyone, but I don't see how they fit the present thread. Lets keep focus and put waifus to fight each other to death.
>>
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>>82482290
>>82482335
>>82482386
>NUUUU /tg/ is only for talking about twitter drama that's tangentially related to games, secondary eceleb shit, and shilling my podcast!
In all seriousness though, please don't feed the trolls. There's no point arguing with the mentally ill.
>>82481861
In the future, please wait for the previous thread to at least hiit bump limite, my man.


[Fight][GURPS]
For your first bout of the thread, just on another self-indulgent lark; I give you:
Mizuki-san vs Izuna-san!
Two foxes enter, one fox leaves!

Both challengers have identical speed, so a coin is flipped. Mizuki goes first.
>Turn 1
Mizuki closes to 12
Izuna draws her blade and steps forward to 11.
>Turn 2
Mizuki closes to range 5
Izuna steps in BOTH directions, running around her to either side!
>Turn 3
Mizuki steps backwards away from them and raises her guard.
Both Izuna's step forward to study her stance.
>Turn 4
Mizuki steps back and to her right, slowly inching closer to that copy.
The Izuna's maneuver around to flank behind her.

This should be an interesting one.
>>
>>82482467
>he’s still pretending his ugly tranny mug looks like an anime girls
LOL kill yourself you delusional fggot
>>
>>82482514
hol' up, did that fox clone itself?
>>
>>82482514
Can we get a rundown on this fight card?
Whose who? What are they known for? What does that mouth do?
>>
>>82482542
Shadow Clone technique
>>
>>82482627
>ID enabled
you can do that?
>>
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>>82482514
>Turn 5
Mizuki-san whirls around and steps closer to Izuna 2 in an AoD Parry
Izuna 2 steps in and takes a slicing cut at Mizuki but misses!
Izuna 1 closes in behind!

>>82482542
Looks like it dunnit?
>>82482557
In one corner: The honorable samurai Mizuki-san!
Mizuki san is a foxgirl known for being a fucking beast with that Katana.
It hasn't helped her win any fights so far to my knowledge, but in theory, she's spectacularly skilled, able to make double-attacks with it, even. She's fast, but not especially strong.
In the other corner: The mysterious Izuna-san!
I dunno. She just showed up for a grudge match against Mizuki. She's a real kitsune.
>>
>>82482514
>Izuna steps in BOTH directions
N-nani?!
>>
>>82482678
Mizuki is fucked
>>
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>>82482678
>Turn 6
Mizuki steps and turns, placing Izuna 2 on her left-front and makes two swings at her. The first is dodged as Izuna two slips into her side, but Mizuki connects with the other! It bangs off the other fox’s armor vest and she hisses as she staggers aside.
Izuna 2 makes an obvious slash for the distracted Mizuki’s throat, but misses anyway.
Izuna one closes in and makes a committed attack, but Mizuki dodges away.
>Turn 7
Mizuki steps back and attacks. Another blow lands, critically bypassing a dodge and cutting through Izuna 2’s armor again. She’s not looking well.
But Izuna 2 still move-and-attacks behind her. It’s a risky move, and though Mizuki is forced to turn a bit to ward it off just in case, Izuna still misses.
Izuna 1 steps in and slaves at Mizuki’s side, but the grey fox slips away from both
>Turn 8
Mizuki turns around and steps towards Izuna 2, intending to finish her off. She treats away
Then steps back in. She swings and she’s parried!
Izuna 1 steps in and whiffs as well, but Mizuki dodges back.
>>
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>>82483052
CAM ON MIZUKI SCOE SOME FUCKIN HITS
>>
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>>82483052
>Turn 9
Mizuki steps forward-right into Izuna 2's side. She turns and backs away to ward off the blows.
Izuna 1 steps in and feints, making a fair pass.
Izuna 2 comes for her leg but Mizuki wards it off
>Turn 10
Mizuki steps to the right and attacks with a feint-and-strike this time. Her roll is bad and two parries it.
Two makes an all-out rapidstrike! Miyuki wards off the first blow and retreats from the second, but it never lands as 2 critfails. She drops her sword and looks terrified about it.
One steps in to exploit her feint and...misses.
>Turn 11
Mizuki steps back between them and swings to take out Izuna 2.
She can only realistically dodge but she manages!
Izuna 2 fast-draws her Wakizashi and goes for the run-around! Mizuki turns to defend and succeeds!
But she's exposed herself to Izuna 1 by necessity,
Izuna 1 steps into her rear hex (From the visible side, so she's still allowed to defend at penalty but..)
Mizuki nearly dodges, but the blade connects with her side. she remains standing against the pain.
>Turn 12
Mizuki steps away and turns around to AoD parry.
Izuna two runs full bore at her in a slam! Mizuki moves to divert her aside with her blade, but the other woman explodes into a detonation of dissolving cherryblossoms.
The real Izuna runs away laughing.

She gives chase, but two turns later she succumbs to her wound and collapses, as Izuna bows to the crowd on the other side of the ring.

Illusionists man, not even once. Izuna has it linked to limited telekinesis so they even react to the world functionally, giving her a stupid bonus to the checks.
That said, now that we've seen it, the rest know what to look out for, which more or less cancels out her bonuses.
>>
>>82483340
N-NANI?
>>
>>82483355
To Elaborate:
Izuna has limited telekinesis and the ability to create realistic illusions.
When she creates it, and every time Mizuki interacts with it, a contest is rolled of (Izuna's Artist: Illusion skill, +4 for the TK support) vs (Mizuki's perception.)
If at any point Mizuki wins that roll, she becomes aware it's not the real thing.
Unfortunately for Mizuki, this is a 20 vs 11 contest, so barring extreme swing, she wasn't going to find out.
>>
>>82483546
Jesus, that's a big check to make.
Though she probably should've figured it out more easily given that the real one was playing it safe by flanking
>>
>>82483606
I was actually having her roll will periodically to ignore the illusion, and when you're not entirely sure, letting it get behind you could just mean getting run through the kidneys. and it wouldn't be beyond a real kitsune to be TKing the sword for real or being able to switch-teleport with the illusion either. 100pt Izuna hasn't developed shit like that yet, thankfully. Splitting but sending your wakizashi away with the illusion is a really mean trick, but she hasn't the multitasking for it yet.
>>
>>82483662
Ooh, that's really nasty.
So is the counterplay here to specialize in weapon-breaking?
>>
>>82483705
Nevermind. I have just been informed that she can, infact, wield a weapon with her illusion, and the illusion's sword would still do the TK's crush damage but probably be blatantly not sharp.
But it's a selective illusion so she could do dumb shit like
>Split in half
>The illusion takes my sword
>I hold an illusionary sword
>As long as I stay close enough this maintains
>Swing at guy
>He parries my fake sword and it goes through
>He whirls around on the illusion to attack it
>It parries with a real sword
>He focuses entirely on it.
>I laugh like a maniac, fast draw my shortblade and gut him.
Talking to the player who made her and this shit was way nastier than I thought, even at this level.

I don't...know, what you do, honestly, other than buff perception and possibly something else to use as a basis for the detection roll? (Hidden Lore: Yokai?) Breaking weapons is honestly pretty hard, even if you specialize in it, but disarm may help.
In the future the chance isn't as bad. if you KNOW one of them is an illusion, at least, you get +4 to recognize which.
>>
>>82483823
Sounds like another job for a monkey with a frag grenade.
Illusions don't matter if you hit both, I suppose.
>>
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>>82483872
That gives me an idea

[Fight][GURPS]
Cameron Ingurland vs Mr. Bobo the Grenadier
Challenger vs Special Guest
>Turn 1
Mr bobo looks around at the crowd and makes monkey noises.
Cameron steps forward and points at it. "Issat a fuckin' chimp?"
>Turn 2
Mr Bobo looks at the large, loud man. Oh right, he was supposed to be doing something, right?
Cameron jogs forward shaking his head. "This is bloody stupid. Fightin' a fuckin' monkey."
>turn 3
Mr. Bobo rolls IQ+4 to remember what exactly he's supposed to do with this rock thing. Throw it at the loud man but...he rolls 2 under, and remembers the shiny thing comes out first. He pulls the pin. He's not grasping the lever so it goes flying.
Cameron advances two more yards and notices what the ape is playing with. "Oh what the fuck."
>turn 4
Mr. bobo raises the grenade and warbles a warning at the fat man.
"Naaaahhh, that's a good monkey you don't...you keep that!" Cameron sidles aside and AoD Dodges.
>Turn 5
Mr bobo whips the grenade at him. He narrowly dodges.
Cameron runs full tilt away from the grenade. Towards the chimp.
>turn 6
The grenade explodes. Cameron is hit from behind by the shrapnel and has his left hand cut off and right leg crippled
He falls flat on his face and is stunned. His bulk has protected the confused monkey from the explosion. The monkey is startled but passes a fright check.
Interpreting the fat angry man as the source of the scary noise, Bobo runs up and wildly MaAs him. Cameron can't dodge in his position. He's slammed in the back of the head but his thick skull protects him.
Cameron recovers from stun.
>Turn 7
Mr Bobo ao strong slams Cameron in the back of the head, re-stunning him and smashing his face back into the dirt.
Cameron doesn't recover from this stun
>turn 8
Mr Bobo continues to slam Cameron in the head with both arms until he passes the fuck out.
>>
>>82484078
Norfbros...
>>
>>82482678
>>82483340
>fox girl vs kitsune fight
absolutely BRUTAL mogging of the foxgirl hag by kitsune Cunny.
>>
>>82484078
>>82484132
Tragic day for the norf… IRA terrorists strike again.
>>
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>>82484078
>>82484229
I don't know if I can petition for the citizenship of a monkey, but if all else fails we dump him in the wrong side of Ulster.
>>
>>82484078
>>82484318
Bobo the Grenade monkey is truly a mick after my own heart.
>>
>>82484078
Poor Ingerland can't catch a break.
Still, he's got brass balls on him.
Looking forward to seeing him in action in the tournament!
>>
>>82484598
He'll get a W some time soon. Putting him up against a chimp grenadier isn't exactly what you'd call an even fight.
>>
>>82484598
I think he'll do okay against other par fighters now that I'm not running him wrong.
Not many people were going to do great against a frag grenade, and the rolls for it were kinda dynamite. No pun intended.
>>
>>82484196
That illusionist shit is cray
>>
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Another match for the fine audience of the Fight Club! This time we have two Challengers who have yet to make their debut. On the West side we have Rusalka, a terrifying Slavic monster than can decay flesh with a touch - little different than a regular Slav, of course. On the East side we have Annabel Proudchest, heir to the Proudchest family, here to prove her noble superiority. May the best female creature win! FIGHT!

>Round 1
Rusalka and Annabel tie on Speed and DX, so they roll off; Rusalka gets the higher result and goes first.
Strix wings forward 12 hexes, curving to the right.
Rusalka moves 7 hexes forward; the stressful situation does not trigger her Phantom Voices.
Annabel steps forward and Waits to do a Stop Hit. She gives her trademark chortle: "OH HO HO HO HO!"

>Round 2
Strix flies forward another 8 hexes, holding back and looking for an opening.
Rusalka makes straight for her opponent, advancing 7 hexes.
Annabel steps North, keeping her back to the wall and Evaluating the Strix.
>>
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>>82485652
r3
Strix makes a Deceptive (-8) All-Out Attack (Determined)! Annabel declares a Dodge and Retreat. The Strix swoops in aggressively but Anna manages to dodge backwards.
Rusalka follows up her Ally with a Move and Attack, advancing seven hexes and getting in on Anna's flank in close combat. She reaches out with Necrotic Touch... and whiffs. Rusalka splashes corrosive fluids down her sleeve. Annabel forgot to declare a defense.
Annabel adjusts facing and stabs at the exposed Strix. Strix declares a Dodge at -4 from the previous All-Out Attack. Anna attacks with Deceptive (-2) and lands the attack, the Strix predictably failing to Dodge. She rolls 5 imp damage against DR 0, resulting in 10 injury and taking Strix to -5 HP, which is -1xHP. Strix fails its Death roll and falls lifeless to the ground.

r4
Rusalka goes for a Deceptive (-4) Terror punch. Annabel declares a Dodge and Retreat onto the dead Strix's hex. Rusalka makes the Attack roll but Annabel dodges away. Rusalka follows with a step, staying in Close Combat with Annabel.
Annabel takes another Step away from Rusalka and goes for a Feint. Rusalka declares Dodge and Slip into the adjacent hex. Annabel succeeds on her Feint with Margin of Success 10; Rusalka succeeds by only 4, giving her a -6 to defend against Annabel's next attack.
>>
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>>82485662
>Round 5
Rusalka steps into Annabel's hex again and goes for Terror once more, Deceptive (-4). Annabel remembers that her Parry is actually better than her Dodge so she declares Parry and Retreat. Rusalka whiffs her Terror punch regardless.

Annabel sees that this is the critical moment. She steps to Rusalka's side and almost goes for an All Out Attack, but manages to barely resist her Overconfidence and settles for a Deceptive (-2) Committed (Strong) Attack instead. Rusalka declares a Dodge and Retreat. Annabel makes her attack roll and Rusalka fails to dodge thanks to the earlier Feint. Annabel was so focused on this moment that she didn't think to go for anything but a plain old torso hit. She thrusts her saber into Rusalka for 6 impaling damage vs 0 DR, translating to 12 injury. Rusalka drops to -2 HP and fails her Stun roll by 4, falling prone and sprawling into the spikes on the Arena wall. She fails her DX roll to avoid them and her left arm is impaled by a large spike for a further 10 injury, capped to 6 due to the limb threshold. Rusalka's left arm is crippled. Annabel laughs.
>>
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>>82485676
>Round 6
Rusalka makes her consciousness roll but is Stunned and must Do Nothing. At the end of her turn she rolls to recover from Stun but gets a critical failure. There doesn't appear to be any additional effect in this context.

Annabel strongly considers stomping on Rusalka with her stiletto heels but somehow manages to resist her Bullying urges and takes a more practical approach. Annabel makes a Telegraphed, All-Out Attack (Double), stepping forward over Rusalka's legs and attempting to double-stab her in the heart. Rusalka declares Parry with her remaining good arm and Dodge but cannot retreat due to Stun. Annabel lands both attacks and Rusalka fails to defend against either. The first penetrates her heart, rolling 6 damage, DR 1 for ribcage, total of 15 injury. She rolls against Death and succeeds, but barely. Rusalka then rolls Stun at -5 due to the hit location; Rusalka fails but not by enough for KO. The second thrust lands but rolls only 1 damage and is deflected off Rusalka's ribcage.

>Round 7
Rusalka makes her Consciousness roll, again just barely. She then succeeds on her Stun recovery roll, allowing her to act normally next turn.

Annabel can see that her opponent is barely functioning and decides to indulge herself a little. She lightly steps back from Rusalka. "OH HO HO HO! A monster like you never stood a chance against a noble like me!"

>Round 8
Rusalka holds onto awareness and rises shakily to her knees.
Annabel takes a few more steps back, keeping her saber in line with one hand and the other over her mouth while giggling.

>Round 9
Rusalka finishes rising to her feet, staring at Anna banefully.
Annabel takes one more step back and taunts Rusalka, using Savoir-Faire as a Ruse. "Come at me you lowborn beast!" She critically fails. Both Rusalka and the crowd are unimpressed with her bluster.
>>
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>>82485705
>Round 10
After finally rising to her feet Rusalka gives out and collapses again, unconscious at last. She falls face-first onto the ground.
Annabel gives her classic "OH HO HO HO HO" at the pathetic finish, wipes the blood off her saber with a pristine white kerchief, and intentionally treads on Rusalka's body with her Stiletto Heels as she exits the Arena.

>Review
The All-Out Attack with the Strix was optimistic. I got excited when I saw the 17 SL and visions of a huge Deceptive Attack ending the fight quickly swam across my vision. It didn't occur to me that its 1d6-4 pi+ damage probably wouldn't do anything even if it landed. On the other hand, the Strix has an IQ of 4, so even if it's Rusalka's ally I don't know that it would have behaved in a particularly tactical fashion. Stirges normally target the eyes, but that's forbidden by our houserules. Next time Rusalka might coach her Strix to wait until she lands a grapple to begin draining with its Vampiric Bite. Except it's dead, so I don't know what happens to her Ally advantage. Only upon writing this review did I notice that the Strix was low enough to require a Death roll. The first time around it merely fell unconscious.

Rusalka herself had a rough time, unable to land a single attack. A single Terror could have potentially won the fight immediately. Knowing this Rusalka pursued that line single-mindedly but couldn't penetrate Annabel's defenses. I failed to get a good screenshot of it, but the retreats and slips in close combat led to Rusalka having a side turned toward Annabel the very turn after Annabel landed the enormous Feint. That was the fight ender. The subsequent heart stabs didn't really have any additional effect. Rusalka reflects that perhaps she also should attempt a Feint next time.

Two points to Annabel, three points to Rusalka.
>>
>>82483340
Mizuki can't catch a break, can she. ESL 20 due to TK feels like cheating though. She never even got to hit the real one.

>>82484078
I guess Cameron's got it rough too.

>>82484196
>hag
delete this
>>
Give me some images of medieval anime weapon waifus and I'll stat them up in Song of Swords and make them kill each other.
>>
Here you go fren
>>
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>>82485719
Well fought, anon.
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>>82485858
What weapon is that?
>>
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>>82485805
Is this medieval enough?
>>
>>82485923
Yes.
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>>82485901
A two-handed mace
she just bonks people with it, it's not magical or anything
>>
>>82485944
I'm just filthy secondary but isn't Sovereign more about empowering the rest of the team than doing any direct damage herself ?
>>
Should I give them helmets if they don't have one in their image?
>>
>>82485965
Yes, but she does have a basic attack.
Also, I just like her design.
>>
>>82485971
No
anime girls don't wear helmets.
>>
>>82485965
That is indeed the case. The copy of SoS I have mentions something about a "magic book" but I don't know that it was ever finished.

>>82485971
Of course not! That would be unfaithful to the character concept. All waifus live in the Goblin Slayer world and are completely unfamiliar with the idea of wearing a helmet.
>>
>>82485805
>>82485971
SoSanon, we've been building our GURPS characters to 100 points and D20 characters to level 3 so far. If you can tell me the equivalent in SoS terms I will add it to the Wiki for future Arena Masters to reference.

>>82471740
If you're still around Conanon I can do the same for Conan 2d20.
>>
>>82484078
A chimp is dangerous enough without using modern hand-grenades against people limited to pre-napoleonic weaponry.
Or in the case of Camero, ancient Atlantean butter knives.
>>
>>82486205
>SoSanon, we've been building our GURPS characters to 100 points and D20 characters to level 3 so far. If you can tell me the equivalent in SoS terms I will add it to the Wiki for future Arena Masters to reference.
I don't know what the equivalent would be, but I'll be using 20 PCP characters with 7 max per category without skills, races, or magic, meaning you don't have to spend 1 base PCP on any of those things.
>>
>>82486205
For Conan I used pregens but as far as I can tell they're both equivalent to starting characters using the default rules.
Also I'm planning on running another SotDL fight with more level 5 characters
>>
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It's fortunate that most anime girls are so lightly armored. Shopping for armor is definitely the most annoying part of SoS chargen.
>>
>>82486463
Is there a particular reason for level 5? Is that closer to GURPS 100 points or D&D level 3? I'll add it either way so that we can be consistent.

>>82486304
Added. If the description in the book is anything to go by that should be about right.

>>82482105
That image is huge, my push failed and I think that's the reason why. My upload speeds are terrible. I'll let the other maintainer figure it out.
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>>82486595
>Is there a particular reason for level 5
There's a nice jump in combat ability as well as potentially available gear. It's probably a tad stronger than D&D level 3 although the system is lower-powered overall (only goes up to level 10)

Also here's a teaser for the upcoming fight. I'm sure someone here is degenerate enough to waifu this bitch
>>
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I decided to try to run a fight in my homebrew "Outer Heaven" a system that was originally made to play Metal Gear-like scenarios and campaigns but evolved to allow me to also play Urban warfare or even mech combat. (PDF with some rules available after the fight)

In this fight, Annabel Proudchest will face-off against 3 knavish terrorists (freedom fighters ?) that are holding a small building.

The arena for this fight is an empty residential neighborhood, for it would be seriously unfair to pit a lady with a saber against three guys with automatic rifles in an empty arena.

As for some very basic rules information :
Annabel has 60 hp. Terrorists have 35 hp. The T-Specialist has 40 hp.
Ranged attacks are rolled against a PROFILE stat, generally 6 for human sized targets or a DEFENSE stat that scales off your CQC skill. (11 + CQC). It's a D20 system, character may have skills (+1d6 to a roll per skill level) and talents/abilities (do various things)

> Turn 1 : LETS GO
Annabel uses both her actions to move toward melee range of the terrorist outside. She is 1 square away.
As a swift action, she goes "OH OH OH OH" while approaching, Annabel rolls a 22 (1d20+2d6) on her "Being a lady" skill roll.
The terrorist is confused by her sudden appearance, he points his rifle up but does not shoot. (Aim action + ready action)
The other terrorists are not alerted.
>>
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> Turn 2
Annabel steps forward by using her swift action. The terrorist fires his rifle.
He manages to miss but would have inflicted 44 damage if he landed the burst (thanks to a few dice explosions)
Annabel slashes twice with her saber. Both slashes strike true, but the first one is not enough to kill her enemy, inflicting only 31 damage (reduced by armor)
The other terrorists are alerted.
A terrorist walks out of the building and fires his AK. Hitting Annabel 3 times, she takes 33 damage, bullets going through her armor without a problem.
The specialist goes out of the meeting room and opens the door toward the sound. He spots Mabel and take the remaining of his turn crouching down and readying a grenade.

> Turn 3
Annabel rushes toward the terrorist, she slashes with her saber but misses !
The terrorist tries to retreat inside. Annabel uses her Combat Reflexes to reduce her enemy's precision this turn and slashes.
She lands a lucky hit and deals 31 damage. The terrorist fires point-blank but his aim is hindered by Annabel's efforts and he narrowly misses his burst.
He fires once again. He narrowly misses because of the recoil of his weapon (Shot 2 times in the same turn)
The specialist walks forward toward the window. He fires at Annabel with his high power rifle, he misses. (MAN JUST KILL HER ALREADY)
>>
> Turn 4
Annabel stabs the wounded terrorist to death, she uses her swift action to reposition inside and closes the door.
With her second action, she readies a melee attack.
The specialist throws a grenade in front of the door Annabel is standing behind. The door explodes, Annabel takes 10 damage from shrapnel.
The specialist charges forward after going back to a standing stance, Annabel attacks with her readied action. She makes an excellent attack and deals 34 damage (slightly reduced by armor)
The specialist activates his Quick-Refraction field by spending 2 points of power, it grants him Solid Projectile Armor 4 for this round, this doesn't help against the melee attack.

> Turn 5
Annabel manages to land a final blow on the specialist. He is struck down. She stands in the doorway, bloodied and bleeding, but alive.
"OH OH OH !"

> End, Victory for Annabel
Annabel should have died a good 6 times this fight but she somehow pulled through. I'm happy that the fight was kinda balanced.
Of course, Annabel made no attempt at being stealthy (as I think she would) and just won through extreme luck and swordsman ship. I'm interested in trying new scenarios.
>>
>>82487575
Our first homebrew fight! Very cool anon. You posted this just as I was signing off to go to bed so I won't be able to get it all up tonight but I'm looking forward to reading through tomorrow.
>>
File: Outer Heaven A.pdf (930 KB, PDF)
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Here is the rulebook for the homebrew for people who might be interested. It's obviously kind of a work in progress but you never know.

>>82487614
I failed to attach a picture to that one. I'm a fool. Welp, it's just a picture of Annabel towering over the dead terrorist going "OH OH OH" so I think you can picture that pretty well.
>>
>>82487647
I always wanted to make a Metal Gear system, so I'm going to save it just for that.
>>
>>82485805
>>
>>82485805
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>>82485805
That we haven't seen these girls in action yet...
>>
>>82485805
>>
File: Outer Heaven AB.pdf (1 MB, PDF)
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>>82487662
Here is an older version of that PDF, it's rougher around the edges but it has more "Metal Gear" identity to it (Rules for the Cardboard box !), the newer PDF I linked will include those rules once I've finished working on cleaning them.
>>
>>
>>82487614
>Of course, Annabel made no attempt at being stealthy (as I think she would) and just won through extreme luck and swordsman ship. I'm interested in trying new scenarios.

Big Stacy energy from this girl
>>
Do we have any battle arena maps? The one posted earlier is way too huge, I need something compact.
>>
>>82487741
You know, we have SEVERAL sheets of these girls. It would be nice if somebody could post them
>>
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>>82488131
You just needed to ask.
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I forgot how many there were.
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>>82488130
I coulda sworn I put the default one in the box. Apologies. Here you go.

I'm awake. I'll get caught up on shit at some point.
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For good measure.
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>>82488176
Why does this smuggo get to be level 9?
>>82488217
Cute. CUTE!
>>
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>>82481861
>Post character images, stat them
>>
Are cinematic techniques allowed? Normally they require weapon master, which is banned.
>>
>>82488130
Reduced the size of the original PNG to a third of it, so now its just 26MB.
https://files.catbox.moe/3nspbw.png

Also saved as JPEG to derease the space
https://files.catbox.moe/d6jndz.jpg
>>
>>82482001
Str 10
Dex 12
Con 8
Int 8
Wis 8
Cha 12
>>
>>82487614
>kicks down your door
>dohohohos at you and your terrorist friends
>doesn't elaborate
>stabs everyone
Oh Annabel.
>>
>>82488465
Case by case basis, really. Some of them aren't broken in fantasy, some are just prerequsiited behind it due to dev autism, and some are actually busted.
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>>82481971
Somebody redpill me on these two
Are they judges? Former competitors? Announcers?
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>>82489097
Pretty sure they're announcers. But they tend to only announce that there's a thread that has started.
>>
>>82485652
>>82485662
>>82485676
>>82485705
>>82485719
>kills her pet bat(?).
>impales her with a sword, pushing her into a spike wall
>stabs her twice in the heart
>walks over her collapsed body after she slides of the wall spikes unconscious
Brutal.
>>
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>>82485858
>>82485883
These 2 were the first posted, so they'll fight each other.

Disclaimer: All characters were built using 20 PCP with 7 max per category. We're not using skills, magic, or races, and you don't need to pay the base 1 PCP for any of them.
Disclaimer #2: I made these based almost purely off the image. In 99% of the cases I will not be familiar with the source material or disregard it in favor of simpler character building.
Disclaimer #3: Nobody has Banes unless their image visibly depicts them (short, one-eyed, crazy, etc.). Only Boons that affect combat will be purchased and depicted on the sheet.

Basic 1v1, starting in melee. The fighting stops only when someone is unable to continue.

I'll be trying to make the best decisions possible on the girls' behalf, but there is a high probability that someone could play them better.

In the blue corner we have Sovereign, an absolute specimen of a little girl, strong and tough as nails, capable of crushing human skulls with the slightest graze of her mace… if she can get close enough to use it.
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>>82489563
In the red corner we have Lana Serdyebber, a no-frills, straight-to-the-point kind of fighter. She is lightly armored throughout, and has a very big reach advantage over her opponent.
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>>82489583
>Turn 1, Action 1

Combat starts off at the reach of the opponent with the longest weapon. In this case, unsurprisingly, this is Lena's longsword, meaning we start at Long reach. Sovereign has a Medium range weapon, but due to her short stature, her actual reach is Hand, meaning she's got the effective range of an average person going at it with their bare hands.

Since both combatants are relatively poorly armored and wielding weapons, the fight will most likely end with the first successful strike. Both girls declare Yellow orientation, neither offensive nor defensive, and roll their ADR scores to determine who has initiative. Because of Lana's reach advantage, she gains a considerable bonus to this check. Lana gets 4 successes, Sovereign gets 2, meaning Lana gets to act first.

Lana performs a basic Swing maneuver using half of her total CP pool, aiming at Sovereign's head.

Sovereign, realizing that she has to somehow works her way out of her disadvantageous position, decides to gamble. Instead of parrying using her weapon like a normal person, she decides to parry with her hand. This is easier to succeed at, but there is the obvious downside of taking a direct blow to your arm even if you happen to be successful.

Sovereign spends 7 CP on an Arm Parry; Head Guard triggers, leaving both girls with 9 CP to work with. Lana manages to score a hit with 1 Bonus Success, and since Sovereign tried an Arm Parry, she takes a 5 cutting damage strike to both the lower and the elbow, both places where she has no armor.

But Sovereign happens to be an incredibly tough loli, so this glancing blow fails to inflict any damage at all. Had she not been so Robust, she would have taken a level 1 wound to both areas, beginning to bleed out and suffer Pain and Stun.
>>
>>82489614
>Turn 1, Action 2
Lana grows privy to Sovereign's tricks and swings at her Upper Arm, negating her slight defensive advantage due to her Superior Arm Parry and forcing her to perform a normal Parry instead. Sovereign complies, and both girls once again roll off with 9 CP each.

They score 3 successes each, as a result of which Sovereign takes a glancing blow to her parrying hand, which doesn't hurt at all through her gauntlets and compact loli muscles. But that counts as a successful defense, meaning Sovereign now has initiative.

>Turn 2, Action 1

Sovereign is still fighting at a considerable disadvantage, but if she manages to pull off a successful attack, that will be reversed, because then Lana will have to fight at a range uncomfortable for herself.

Sovereign decides to perform a Masterstrike, an attack and parry both in one action using her mace. She goes all in, spending 10 of her 16 dice on the Swing aimed at Lana's chest, 1 on the Parry, 2 on the Activation Cost of the maneuver, and wastes 3 dice because of the range difference.

Lana responds with the inverse of the same maneuver: out of her 18 dice, she spends 15 on the Parry, 1 on the Swing aimed at Sovereign's head, and 2 on the Activation Cost.

Both girls score 4 successes, meaning Lana succeeds but takes a glancing hit to her sword hand. Thanks to her leather gloves and sword guard, the damage is fully negated.

Now comes Lana's counterstrike. Thanks to her Superior Masterstrike, she takes her enemy's Successes and adds them to her attack roll as part of this maneuver. Her 1 dice on the swing turns into 5, while Sovereign's 1 die turns into 3 thanks to Head Guard.

2 vs 1 successes, Lana wins, but again inflicts no damage thanks to Sovereign's tankiness.

>Turn 2, Action 2
Because both girls spent all of their dice in the first action, neither of them can do anything here.
>>
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>>82489642
>Turn 3, Action 1
Lana, holding the advantageous position, is content to continue swinging away until she chips Sovereign down. Another Swing at the right upper arm with 9 dice.

Sovereign attempts a Mobile Void with 9 dice, trying to both dodge Lana's attack and move closer. She takes 2 points of fatigue in order to even the odds and make the maneuver easier.

4v4 successes, Sovereign avoids the attack but fails to get any closer, and does not regain initiative due to the nature of the maneuver.

>Turn 3, Action 2
Lana Swings at Sovereign's upper arm again, and Sovereign attempts to Mobile Void again. This time, however, Sovereign has only 7 dice to spare.

They both get 3 successes, meaning Sovereign has nothing to show for it except more fatigue.

>Turn 4, Action 1
Lana Swings at Sovereign's upper arm for 9 dice.

Sovereign, not content to continue playing at Lana's pace, decides to burn through all of her dice to repeat her Masterstrike maneuver from before. She spends 7 of her 16 dice on the Swing aimed at Lana's chest, 4 on the Parry, 2 on the Activation Cost of the maneuver, and wastes 3 dice because of the range difference.

But Lana is currently the one holding the initiative. This means that Lana's attack still resolves first, and also, she gets a choice: she can choose to cancel her attack to perform a hasty defense, or to continue through with it.

Lana chooses the latter. She performs a Feint, burning 2 of her remaining 9 dice, switching the target of her attack from Upper Arm to Head, and spending her remaining 7 dice to bolster the attack. This gives Sovereign +2 dice to her Parry attempt thanks to Head Guard, but also makes the attack far more lethal.

If this fails to take Sovereign out completely, she's going to suffer her mace in full.
>>
>>82489661
Lana rolls her dice pool of 16 vs Sovereign's parry pool of 6. Lana scores 5 successes, Sovereign 3.

Sovereign suffers a level 1 cutting wound to the Upper Head. It reduces her attack pool by 1 dice because of the Stun, and she will suffer 7 Pain from the beginning of the next turn.

But it's not enough to stop her.
>>
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>>82489737
Sovereign swings, uncontested, for 6 dice, gaining 1 success. She inflicts 8 damage total, 7 of which is absorbed by a combination of Lana's toughness and armor, resulting in a level 1 bludgeoning wound to the Side.

Lana suffers 6 Stun - 2 from the wound, 4 from the mace - while having no CP in her pool, meaning she has to make a Stability check against a difficulty of 6, which she has to make with her dice pool of 8.

...And, miraculously, she manages it, etching out the 6 successes she needs to remain upright. I looked up the maths and the odds of this were around 5%.

>Turn 4, Action 2
Both girls are out of dice, so let's use this part to sum up a few effects.

Combat is now at Hand reach.

Sovereign is currently suffering from 7 Pain, 4 of which is negated by her Grit. She has 10 fatigue total, 2 turns away from suffering penalties. She has 1 Bleed. She lost the Confidence bonus from her school after taking a wound. Her full CP pool is 11.

Lana is currently suffering from 4 Pain, 2 of which is negated by her Grit. She has 5 fatigue total, 6 turns away from suffering penalties. Her full CP pool is 16.


>Turn 5, Action 1
Sovereign has the initiative.

She spends all her dice on another Swing to the chest.

Lana spends 12 CP on a Parry. Right now, her goal is to succeed at any attack, even a non-damaging one, and get back to Long range. The first step of this is achieved by not dying.

11 dice vs 12 dice results in... 0 successes (0.36%, what the fuck) vs 7 successes. The only consolation is that Parrying this hard doesn't do anything.
>>
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>>82489764
>Turn 5, Action 2
Lana throws 4 of her remaining CP on a Swing at the Head, wasting 3 due to the range difference. She succeeds with her 1 die, inflicting no damage, but shifting combat back to Long range.

>Turn 6, Action 1
Lana has the initiative.

Sovereign suffers -1 CP due to reaching 12 Fatigue, reducing her total pool to 10. Now that range is back to Long, she in serious trouble.

Lana swings 10 of her dice at Sovereign's upper arm. Sovereign spends 9 of her dice on a desperate Mobile Void, accruing the extra Fatigue to make it even.

5 vs 5 successes, leaving them at an impasse.

>Turn 6, Action 2
Lana repeats her attack with her remaining 6 dice, scoring 3 successes. Sovereign parries with 1, scoring 0.

Sovereign takes a level 2 cutting wound to the Upper Arm, inflicting an additional 7 pain and 2 bleed. She suffers 2 stun, which forces a Stability check against 2 difficulty, and which Sovereign easily manages with 4 successes.
>>
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>>82489802
>Turn 7, Action 1
Sovereign is barely standing. After all the pain, her CP is reduced to just 3.

Lana elects to swing at the head with all her dice. 16 dice vs 5 dice results in 8 vs 3 successes. She hits the shoulder, inflicting a level 4 cutting wound.

It doesn't kill Sovereign outright, but she has no dice left after accounting for Pain. Sovereign is no longer able to act, and even if she survives the bleeding, her right shoulder is most likely crippled for life. Lana Serdyebber wins.
>>
>>82489825
That loli could sure take a beating though
>>
>>82489097
>>82481971
They are the equivalent of pic related
>>
>>82489881
Not from lady luck.
>>
>>82481971
Gimme a source on this jester girl and no one gets hurt. or at least the original image
>>
>>82490700
Harekina chan
>>
>>82489614
In hindsight it would have probably been a better idea for Sovereign to either rush in with all dice from the start, or to continue Mobile Voiding until it worked.
>>
>>82490936
Is she a prize in this tournament?
>>
>>82488232
>>82488230
>>82488224
>>82488217
>>82488210
It's funny that all those sheets, if put on an arena would play exactly the same (except for the ones with spells): Walk towards enemy, attack twice, repeat until you win, eventually using second wind to heal.
>>
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>>82487232
Alright, time to meet the trio of daring damsels squaring off against this servant of darkness
>Zealot Elizabeth
A paladin of the New God, dedicated to stamping out evil. Wields a shield and hammer (Human Adept/Paladin)
>Kanina
7ft tall blue woman with a leotard and axe. The crowd doesn't seem to mind that her bunny ears are only a headband (Jotun Berserker)
>Landsknecht Sofia
A somewhat uncouth and impulsive mercenary (Human Warrior/Outlander)
>>
>>82493254
>classic jotunbrud faux bunny girl build
Nice.
>>
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>>82493254
The audience looks on with great interest. Three new contenders at once! They are eager to see if Kanina will be able to live up to Usagi's precedent for bunnygirl berserkers.
>>
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>>82493254
In the center of our arena, a marble altar with a small infant on top of it. Oh geez, who left that there

>Turn 1
Our heroines all opt to go fast. Using the Rush action lets them move twice their speed, easily interposing themselves between the cultists and the altar.
The Cultists go slow, moving up and laying down a flurry of sickle blows. All but one hit. Karina's berserk triggers
The High Cultist moves up, chanting foul curses in the Dark Speech and pointing at Elizabeth. Her will is strong though, and there is no visible effect
>>
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>>82493499
>Turn 2
Her eyes filled with rage, Karina has no choice but to act fast, hacking at the cultist in front of her. He is cleft from shoulder to hip.
Elizabeth hacks away at the two cultists on her, attacking one and using her Spell Fighting talent to cast a ray of burning light at the other. Her roll for the latter is 20+ so the cultist is also blinded for 1 round
Sofia's greatsword whirls through both cultists like they were butter
The high Cultist directs her attention towards Sofia as she runs around her and towards the altar, but again her chanting is ineffective
The two surviving cultists both attempt to attack Elizabeth. One has 3 banes for being blinded. Neither hit
>>
File deleted.
>>82493680
>Turn 3
With no foes (or friends) within weapon reach, Kanina charges at the High Cultist, allowing her to move and attack on a fast turn at the cost of 1 bane to all her actions for the round. Her blind fury causes her to miss
Sofia also charges, and opts for a driving attack to push the high cultist away from the altar. She succeeds and the flurry of sword blows drive her back
Elizabeth casts a Battle spell, Meteoric assault, which lets her move in a straight line and attack any number of creatures as she does, with increasing boons but also increasing damage. She hits one cultist before leaving, who also gets a free attack against her (the blind one doesn't) but she is 2fast.
(breaking this turn up as there's a lot of movement going on)
>>
>>82493890
Anon, thats not Kanina!
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>>82493890
Fuck wrong pic
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>>82489825
Good show, good show.
>>
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>>82493890
>>82493917
>Turn 3 (cont)
The cultists move up to support their mistress, getting attack boons for surrounding. Neither hit, and their mistress punishes them for their failure. one collapses in agony.
The High Cultist points at Elizabeth and utters another foul curse, before moving back to the altar. Elizabeth's eyes glaze over slightly. Both girls get a shot at the cultist as she moves out of range, however neither connects
Elizabeth struggles to control her thoughts, the mental effort causing her some damage
>>
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>>82489825
My favorites always lose. Poor Sovereign-chan. Next time she should bring the rest of her party.

>>82494033
No Elizabeth! Steel your will! Muster your faith!
>>
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>>82494033
>Turn 4
Kanina charges back into the fray, again swinging wide.
Elizabeth uses a Battle spell as a triggered action to resposition herself before unleashing Avalanche Strike. The High Cultist falls prone as Elizabeth's hammer smacks into her chest. The other cultist manages to stay on his feet
Sofia also moves in. She cannot touch the High Cultist but manages to finish off the last of her minions.
The High Cultist uses an action to stand up before unsheathing a dagger and plunging it toward the crying child on the altar. Nat 20.
Things begin to darken, and a shimmering tear in the fabric of reality starts to appear where there was once a baby...
>>
>>82494241
Hmm.
Fuck.
>>
>>82494241
>being prone doesn't even stop you from attacking next turn
What's even the point?
>>
>>82494297
It severely reduces your AC and you require a move action to get up again.
>>
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>>82494241
Turn 5
The demon coalesces out of the void between worlds. Kanina is the only one that fails her Will roll, and while she gains Insanity. she is still too angry to be frightened. She meets it with cold steel. The shadows that swirl around the demon make it difficult, but she splits its foul body in twain and the shadows lift
Elizabeth brings her hammer to bear down on the cultist. Infused with holy light, it sears the cultist's foul flesh and she collapses in a burnt heap.

Our heroes have triumphed, but their failure to save an innocent life may weigh heavy on their hearts


>>82494297
I misspoke slightly. She took a slow turn (move+action) and used her entire movement to stand up. There was also a boon on Sofia's attack against her (which would almost certainly have killed her if it hit)
>>
>>82494894
The Arena's administration should pay more attention to who they let get inside.

They will end up sued.
>>
speaking of dead babies,
what are the penalties for being pregnant in gurps?
Asking for a friend
>>
>>82495611
As always, the most distilled autism is found in Pyramid
https://www.sjgames.com/pyramid/sample.html?id=1384
>>
>>82494894
A Pyrrhic victory. The staff laments this unpreventable tragedy. If only our brave Challengers had been a bit more skilled.

In an uncouth change of subject, a proposal for a formal betting system was raised with the staff. We find the idea of our audience gambling on the lives of the Arena's combatants (and sometimes those of innocent bystanders!) positively thrilling. Unfortunately there is no method of tracking the holdings and exchange of Fight Club coinage without some sort of registration of the participants. If any audience member would like to propose a suitable system, we would love to hear it!
>>
>>82495845
I wager two thousand C-bills on the Tiefling chick.
>>
>>82495845
I still want to see the battle of the Ann’s, whether it’s them teaming up against wild dogs or against each other and wild dogs!
Either way, I have 10 C-Bills, a fake gold watch & an Urbie on the Wild Dogs!
>>
>>82495942
What model of Urbie, and in what condition?
>>
>>82495964
You might find out when it comes time to collect. Till then just call it a mystery box urbie. Could be anything.
>>
>>82496187
>it's the nuclear variant
>>
>>82496364
>it's the rocketing 36d12s variant
>>
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So no fight tonight from me, but I do have this: I'm going to try running all my future fights in this massive multi-terrain mega arena, and roll randomly to determine where.

Here's that for anyone else who wants to give it a shot. I've set the hexsize to 60px in my foundry scene for it.
https://files.catbox.moe/3tz2h3.jpg
>>
>there are people itt who are still using default location table for casuals
>>
>>82497360
>Doesn't include joint and artery rolls
Look at this scrub.
>>
>>82497360
>>82497395
>missing ears, nose, and jaw
Amateurs
>>
Lades and gentlemen of the Fight Club, we are pleased to announce that after consulting with several experts we have hired a bookie and instituted our new Betting system! Please visit the page below for details on how YOU can wager on fights!
https://gitlab.com/WhiteZhark/fight-club/-/wikis/Betting

>>82495871
>>82495942
I appreciate your enthusiasm, esteemed audience members. Do be sure to read up above so that you can be ready to place your bets after the next fight is announced!
>>
>>82497563
Deadbeat anons who can't pay their debts should be made to fight lions in the arena. Or raptors. Whatever.
>>
>>82495670
>can get -35 points for being pregnant
>the penalties aren't even that bad
>it eventually goes away automatically
Seems unbalanced!
>>
>>82497563
this seems really fun
>>
>>82497563
would you mind a PR for the gitlab pages to look a bit nicer? I need to get off my ass and write some css for my own campaign wiki and I might as well contribute some here.
>>
>>82498210
On the contrary, I would be in your debt. I have no idea what I'm doing!
>>
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Need more landsknechts
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>>82497360
Hook me up dude, I don't want to build it from scratch.
>>
>>82498577
https://files.catbox.moe/98x59x.zip
Honestly, I'm not sure if it's actually better than just having a few notes on the armor. Maybe if you are statting a full suit with a bunch of separate pieces spread over multiple layers.
>>
>>82497815
If a disadvantage goes away, you pay it back.
Since they are always a sort of "here's trouble you tack on to yourself voluntarily". Similarly, if the thing is less inconvenient than assumed (e.g. characters are all escaped slaves, but the entire campaign will never ever include authorities chasing them), it's worth less (or zero).
Manic-Depressive is extremely crippling if ran properly, so it's worth its -20.
Finally, that article is old, very old. As in, more than 21 years old.
>>
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[Announcement][GURPS]
It is my pleasure to announce that we now have far more than enough fighters to undertake the planning of our first bracketed tournament. Fighters have been selected largely by submission order and perceived validity.
Here's how this is going to work.

A standard bracket tournament will be held. Losers that survive will be dropped out into a loser pool. After the championship match, there will be a grand melee of every contender in the loser pool, and the winner will get a chance at an upset match against the bracket champion.

Also if whoever provided February can get me art that's not for ants, that'd be rad.
>>
>>82498900
Who did Anna sleep with to get a draw like that? Finalist for sure. Also checked
>>
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>>82498929
Anna is #1 best waifu. Her only loss is to Usagi and she basically cut her head off
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New challenger submission.
He is strong, he is fat, and he is ready to fight for his kind.
I wanted to make this character since the day I've stumbled upon the art, but never got around to do it until now.
https://files.catbox.moe/jdvu0h.zip
>>
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Get yer bets in!
>Shieldblade Boronyr 1:10
>Gladiator Ocylae 1:50
>Tie 3:1

Boronyr's skill diversity and armor give him the advantage, but both fighters are unproven so far. Fight starts and betting closes in ~24 hrs
>>
>>82499486
Big viking. 500 tokens
>>
>>82499486
Our first wagerable fight! To think it would be so soon! The staff appreciates your contribution. As an individual, then, I will hereby place a bet for 20 coins on Ocylae.

>>82499533
Good sir, please see the Betting guide to learn how to properly place your bet!
https://gitlab.com/WhiteZhark/fight-club/-/wikis/Betting
>>
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>>82498900
Seems not everyone was invited to the tournament.
>art that's not for ants
It's a midget.
Joke aside, I deleted it two days ago thinking I won't need it. Have a random knife juggler instead.
>>
>>82499872
There were only 16 slots for this tournament but we intend to hold more in the future. We attempted to select Challengers based primarily on order of approval followed by wait time in the Queue, but due to imperfect recordkeeping and sudden introduction of certain Challengers without forewarning the waters were a bit muddied. Those who couldn't make it into this tournament will be given priority in the next one, and can of course participate in regular fights in the meantime. It is my goal to keep closer track of approval times going forward, but since AMs are free to use whomever they please it won't always be possible to be exact.

>>82499148
I replaced Lucius' Vow, Major (Protect Pigkind) with Sense of Duty (Pigkind) for the same point cost as I believe Vow is meant for more specific things. Fortunately the point cost for those two is the same. Given that change Lucius has been approved and awaits only a token.

>>82498900
I cannot believe Mizuki has to fight Usagi again and in the first round no less. Her in-game Luck has nothing on the Meta-Unluckiness she suffers from.
>>
>>82497660
If a debtor were to stat themself and submit it I have no doubt that an AM would run that fight.

>>82498154
That was the intent! We're still working on the purchaseables but we already have some good ideas brewing. Here's one: sponsoring banners. Imagine the signs from the Usagi meme being flown within the Arena itself! Pic not related unless a cultist in SotDL AMs fights does something crazy.
>>
>>82499486
>meme character originally meant to poke fun at a specific rule
vs
>an actual character
It's anybody's game, but I suspect it's extremely dependent on what tactics the AM chooses.
>>
>>82498900
CAM ON CAMERON
IT'S COMING HOME
>>
>>82499486
ODDS REVISION
More modern stake-included format because I confused myself
Boronyr 1.1 (e.g 100 bet will win 110)
Ocylae 1.5 (e.g. 100 bet will win 150)
Tie 3.0 (e.g. 100 bet will win 300)
>>
>>82497246
Holy shit that looks fucking awesome
>>
>>82497246
What did you use to make this, and if it was Tiles, would you mind sharing your set?
>>
>>82498900
Nice numbers

Do we have a STORY for each contestant? I think it would be neat if each participant had a personality and motivation elaborated before the fight.

You know, some kind of backstory.
>>
>>82500258
Can this be fight clubbed? Adeptus Sororitas Sister with a bionic arm and bionic eye vs. a trained African-American sergeant of the United States Marine Rape Corps. Both naked, no weapons.
>>
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>>82501397
>>82498900
>Usagi Limbcleaver
>Personality:
Clumsy, cheerful, loves cute things, sweets (specially chocolates) and to display her muscles and mighty martial prowness...oh, and also cute boys. She also has serious anger problems, when hit she can go in a berserk-like state and fuck the shit up.

>Backstory:
Member of the MoonBunny Clan, Usagi was trained since childhood to be a skilled warrior. The MoonBunny are an amazon tribe on the western hills, despite their great size, strenght, and love for combat, the clan is usually peaceful - they just love to fight, and strenght is the principal trait to attract mates of the HowlingDog clan (a neighbor barbarian tribe made of only men). Both tribes live in a mutualistic relationship, and love to fight and party together.

Usagi was a bit of an outcast on her tribe, she heard stories of the world outside and eargely wanted to see it. When she was old enough, she travelled to the lands of the south and to the shiny cities. Not long after things got...complicated...cultural differences (and her *dangerous* temper) lead Usagi to be involved in a big bar fight, and she only managed to get away from the guard thanks to Harekina-chan >>82481971 , an announcer of the Arena, that saw on the barbarian girl a fun addition to their roster.

>Reasons for Fighting in the Arena:
Usagi believes that by fighting on the arena she can claim all the mates of the defeated oponents - and for sure one of them will taker her on his arms, spin her around and princess carry her while they kiss.

Obviously that's false, besides most contestants are single anyway.
>>
>>82502207
>Name
>Personality
>Backstory
>Reasons for Fighting in the Arena

Seems to be good to flesh out the contestants.
>>
>>82501397
>Annabel Proudchest
>heir to house Proudchest, who, though they are New Nobility & a Merchant house, enjoy many lucrative writs of trade & privileges under their sponsors, the high Noble House of Faulkmalth.
>A master at delicate if decisively deadly swordplay. Has chosen to attend this FIGHT CLUB as to demonstrate her appreciable skills & impressive beauty, to which her family agreed, having been approached themselves directly to send an attendant to these bouts for the sake of their patron, house Faulkmalth, from whose own lineage a younger daughter had so deigned to attend these deadly festivities.
>Shares her name with said daughter of her Houses patrons, both being named for the late mother of the girl, a noble women of great accomplishment, responsible for much of the close ties and burgeoning status of both houses.
>Though her battlefield experience is minimal. Her practiced talent is extreme, attained solely through her own effort & volition, while her confidence in said abilities & her performance in these games reach heights even greater still, unshaken by the wonton means & eclectic collections of fighters in this arena. She can only find humor & exuberance in the face of such things, laughing at the trifling myriad of contenders before her.
>favorite color is red, the colors of her house, & the least likely color to be ruined by the spilt blood of her challengers.
>>
>>82502334
>>82501397
>>82498900
Anna's backstory has to involve STDs

Maybe she got into debt after getting a wizard to cure her STDs, to stop the other nobles speaking behind her back, so she is fighting in the Arena to get money to pay it off.
>>
>>82499148
Porkbane
>>
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>>82499486
Betting 20 on the Gladiator Lassie. Give us a good fight.
>>
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>>82501397
luv foightan
luv me chippy
luv Gregg's
'ate me missus
'ate forners (not raysis, jus don't like 'em)
'ate losin'
simple as
>>
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[Fight][PXE][Homebrew]
Now for something completely different. I'm going to try to remember my own rules for a game I haven't seriously worked on in a year. This is both for my ebenfit in that, and for showing it off a little. I'm already doing this stuff, so why not, I figure.

So I thusly Present:
Lilaila Kol, Big bitch with a big gun
Vs
Asec.2plt; D Cmp, 1ACR, 1st Cav; Planetary Defense Army

Somewhere on an unnamed frontier world
Here represented by Puebla; Coahuila, Mexico

The two vehicles of Second platoon, A section, are making for the hills overlooking the highway to the north to observe for enemy activity. They're probably something like a Turkish Pars, just a fast wheeled vehicle with a repeating cannon and recce gear. Each is preceded by a fixed-wing UAV deployed from onboard.
They're about 250 from the edge of, let's call it Soajo, because I'm on a brigador-fueled kick of naming shit on colony worlds after things in Brazil and Portugal.

We're not in combat time yet. And this will be slowish because I have to re-learn my own rules and also handle some IRL shit inbetween posts.
>>
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>>82506275
>A Section
>Label the vehicles bravo 1 and 2
I'm retarded, but moving on.

Bravo 2 Uniform's RWR reports danger as it closes in on the center of town. Its sensors swivel in the indicated direction, bearing about 270 as it passes the town from the east. Bravo 1's commander checks the feed and sees an autonomous weapon's platform in the town square.

The platform is armed with a basic jamming/basilisk suite, and attempts to cook the drone. Its onboard AI is specialized and rolls Computers 8 vs the drones onboard diagnostic capability of only 6. Rolls are 13/11 vs 19/6 on 2d20 roll under. The Drone resists the misdirection.

The vics split up. Bravo one stays onroad, Bravo two heads off, focusing its attention on the buildings on the right of the road to sweep them for hostiles. Bravo 1 tries to get a bead on the UWP.
>>
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>>82506661
Bravo 1's gunner switches feeds and loads multifunction as he lases the target. 229m on the dot. The driver brings the vehicle to a halt where it can spy the target.
Bravo 2 continues offroad.
Bravo 2 Uniform begins circling the town.
Bravo 1 Uniform continues circling west and reports IR contact.
The platform keeps trying. 18/15 vs 20/3. It is just rolling absolute trash and the drone doesn't care.
Lilaila rolls over the hill to the north and braces her scout rifle atop the crest of it, beginning proper initiative.
>>
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When does the tournament start?
>>
>>82506805
It takes Lil from Tick 1 to 3 to brace her rifle
Bravo 1 tests reaction vs his 4 acuity and passes. Starts initaitive the tick after enemy action 2
Bravo 2 tests and fails by 2, halved to one, starts on tick 3, same as Lil, but acts before her since she acted most recently.
The drones will take first orders on their owner's ticks.
>Tick 2
Bravo's gunner engages the UWP he was aiming at. Range is Tight for vehicles, under 240m but more than 60m. It's man-sized, two categories smaller, so he takes a -2. It has no cover and he fires a single round. His TN is the weapon's accuracy (10) Plus modifiers (-2) For a TN of 8. 13/7, the round strikes the target. The damage of the weapon is 48, plus twice the second die roll of 7, so a total severity of 62. As a man-sized machine, the UWP's integrity is 10, so six multiples of it simply blats it out of existence. The attack action cost is 6; Bravo 1 advances to Tick 8
>Tick 3
Bravo 2 moves forward towards cover. The gunner slews the turret and fires at Lil. The range is 727m, medium range for -1. No target size penalty, Lil's the size of a vehicle already. She's prone behind a hill for heavy cover.
The gunner rolls 1/8/8, with a third die added to asess the effect of cover. Heavy cover is '10' so a roll of ten or under strikes it. The round blasts into the dirt and blows up more or less in the space elf's face. The driver pops smoke, but the screen won't detonate until the end of the tick. Bravo 2 advances to Tick 9

>>82506879
Soon enough. I just need a bit of a GURPS break before I undertake something like that. But maybe one of the other AMs will start it off.
>>
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>>82507154
Lil's weapon is nice and braced, so she takes aim back at Bravo 2 and returns fire. She's an incredibly skilled shooter at Ballistics +3, so her accuracy starts at 13. The range penalty is the same, and Bravo 2 hasn't reached cover yet. She's confident in her skill and takes a -2 to shorten the shot to 4 ticks. Lil rolls a 2/20 and strikes the target. 2 is assessed against the vehicle's armor, coverage 15, level 4 on the front. Her roll is under 15 so the armor applies fully, rating 4 at vehicle scale is 8/16/24. Her weapon is penetration 18. Not enough to fully ignore the armor by exceeding its highest rating, so the final effect is reduced by 1 level. The damage, same as theirs, is 48. But doubling her second die of 20 gets us to 88. The integrity of the vehicle is 20, so the fourth multiple in gets us +3 to final damage, -1 for armor, or net +2. We roll 2d20 for effect,assessing them as D4's, one for struck system and the other for effect. 1, and 2+2. The system struck is the crew compartment, the effect at 4 is simply "All NPC crew are casualties." Be it from wounding or sheer shock, the round strikes the vehicle and the crew are rendered combat ineffective.
Lil moves to tick 7.
The smokescreen detonates.

>Tick 7
Lil repeats her shot, not having any external way to know the result of the first one. 11/16 vs TN 10. The round goes wide. Lil moves to Tick 11.
Normally she'd have to account for recoil somewhere in here, but her gun's braced properly on the ground.
>>
>>82507451
Just killed off the rest of this I could still delete for wasting space.
I'll get back to GURPS tomorrow.
>>
>>82506275
>naming backwaters after things in Brazil
Appropriate.

>>82507918
Hey man I thought it was cool. This is the Fight Club, all fights are welcome.
>>
>>82485971
No. Usagi didn't get any armor other than those forearm guards because she doesn't wear any in her art.
Nito didn't get any plate that she wasn't wearing in her art.
>>
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>>82508015
Thanks. I'm just burnt out. Especially after I realized how badly I was explaining the mechanics in a rush, and how many I was getting wrong, even.

And at the end of the day I'm just burnt out in general. I'm looking at that tournament bracket now that it's there like "Man, this is going to be a shitload of effort, and what for?" I've been half-assing my own games prep time and leaving one I should be working on on hiatus to...what, entertain 4chan? I'm glad I could bring the board something positive with all this, but I cannot possibly continue to supply content for these threads back to back to back because they keep getting put up.

This shit was fun, but now there's a fuckin' git repo, and tournament organization, and a betting pool one guy is tracking, and it's feeling like a job I didn't sign up for and not fun anymore. There's a little committee arguing rules and voting on what maps we should use, and man, I just want to do what I want.

I'm taking a vacation. If there are enough other eager anons to maintain the show, then my job here is done anyway.
>>
>>82508512
This is all about fun to begin with. Don't let yourself feel like it's an obligation to provide content every day anon because that's a fast track to burning yourself out or driving yourself insane. Take a break and maintain your health doing things that bring you enjoyment.
>>
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>>82508512
Man, don't feel beholden to any rules or committees or whatever, just do what you want. I've enjoyed your shit so far, for the record.
Betting's more of a joke than anything.
>>
>>82508512
It's all good man, this did really explode into something much bigger than you probably intended. Take a break and don't fuck up your health for a bunch of autists on /tg/.
>>
>>82508512
What the other guys said. Go ahead and take some time for yourself, man. We'll figure some shit out, somehow, and be here for when you get back.
>>
>>82508512
You've made a wonderful contribution to /tg/ and started something I think is really great. Thank you for your service. You'll always have a place in the Fight Club.

To the rest of the audience, let it known that the staff fully intends to continue operating the Fight Club to the best of our abilities. No doubt the rate of fights will decrease somewhat while our esteemed founder takes his vacation, but I for one intend to step up my efforts and continue preparations for the tournament. I will also be working with my associates to get the Shop ready for business. In the meantime let me take this moment to remind everyone that a wagerable fight >>82499486 has been announced and everyone is invited to place bets:
https://gitlab.com/WhiteZhark/fight-club/-/wikis/Betting

Let me also make something clear to all prospective Arena Masters: you are under absolutely zero obligations. You don't have to follow any of our houserules or guidelines. You don't have to submit the characters you use or restrict yourself to the existing roster. You do not have to announce fights in advance or set odds. If you want to post a fight in any system under any set of houserules with any characters, you are absolutely free to do so and we will all appreciate it. The rules are a tool for us to maintain consistency, but they are not mandatory. The only caveat is that we can only track Rewards and Bets for fights that follow our guidelines.
>>
>>82508512
REEE AM MONKEY PROVIDE ENTERTAINMENT REEEEEEEEE
Gl anon, have fun!
>>
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And, to make good on my word, I would also like to make a fight announcement!

On the East side we have John the Fool, gentleman extraordinaire! John's unkempt hair and moustache exude a roguish charm well suited to his dissheveled cavalry uniform. Over his riding leathers John wears a belt from which hangs both a cavalry saber and a flask - and are his eyes perhaps a little bloodshot? John gives the audience a wink and a mischevious grin, transforming their mute curiosity into amused enthusiasm!

On the West side we have the zealot of Orthros, Elizabeth! Below her golden locks and elegant features Elizabeth is covered in heavy mail and leathers, a fiersome hammer hanging casually from her right hand. Though John throws her a wave and a bow, Elizabeth's expression remains totally impassive. Nearby onlookers can see her lips move slightly as she chants a prayer under her breath, scarcely even acknowledging the audience - she's utterly focused on the fight to come!

The Fight Club has set the following odds:
>Elizabeth 1.1
>John 1.6
>Draw 3.0

Due to scheduling uncertainties, the fight may begin either within several hours or on the morrow. With that in mind, don't miss your opportunity to place bets! We'll see you when the fight starts!
>>
>>82511122
CAM ON LIZZIE CRACK SAM FACKIN SKULLS
>>
>>82511122
Put me down for 20 on Elizabeth
>>
Impromtu Team Tournament.
Teams and brackets and completely random. I'm going to familiarize myself with challengers as I go.

First battle is: Bertha Miller & Usagi Limbcleaver VS Machina Mono & Archeress Raleigh.
>>
>>82513921

>Initiative check.
Bertha and Machina have highest Basic Speed, but Bertha has higher DX. Machina's tactics roll didn't help her here. Next is Raleigh, and Usagi is the slowest one.
Turn order: Bertha, Machina, Raleigh, Usagi.

>Turn 1.
Bertha fails her Impulsiveness check and doesn't waste any time for aiming, she steps forward and shoots carbine at Raleigh.
At 15 meters it's not an easy shot, but she succeeds and hits Raleigh's left arm. The wound is nasty, but not severe enough to cripple the limb.

Next Machina. She begins charging her magical attack, bright white light shining from her arms makes it pretty obvious what's going on.
Raleigh - still reeling from her wound - takes an aim at Bertha.
Usagi amazon fails her Lecherous checks and gets distracted by Bertha's toned booty, wasting her time!

>Turn 2.
Bertha drops her carbine on the ground - there is no time to reload - and readies double-barrel shotgun.
Machina points her hands at Usagi and sends a bright beam at her. Usagi fails to dodge and her arm gets scorched by magical fire.
Raleigh recovers from the shock and shoots an arrow at Bertha. Her aim is true, but Bertha ducks at the last moment and the arrow hits the wall behind her.
Usagi finally recovers from her stupidity and runs towards the opponents. She's fast enough to cover half the distance.

>Turn 3.
Bertha shoots her shotgun at Raleigh and hits her arm again. Multiple pellets shred through unprotected flesh, completely crippling the arm. Raleigh is shaken but remains conscious.
Machina steps aside from Raleigh to gain some extra distance from charging amazon rabbit, and charges another magical attack.
Raleigh runs in the opposite direction barely maintaining composure.
Usagi keeps running towards, intending to finish the wounded woman.
>>
>>82513932
>Turn 4.
Bertha makes the second shot, this time at Machina, hitting her leg. Alas none of the pellets are able to penetrate her robotic body, much to Bertha's surprise.
Machina unleashes another magic beam at Usagi. Usagi fails to dodge and receives a nasty burn on her side. She gives in to her berserk rage!
Raleigh drops her bow and quickly draws her broadsword. She takes defensive stance against the charging amazon.
Usagi - blinded by rage - makes two wide swings at Raleigh. However, her defensive stance yields the results, as she manages to parry both attacks.

>Turn 5.
Bertha is now out of loaded guns. She drops the shotgun and readies her quarterstaff, stepping towards Machina.
Machina keeps doing what was working so far and tries to charge another beam, but something goes anwry and the magic fizzles out.
Raleigh decides to exploit the opening and makes two swift cuts at Usagi's neck. Only one connects and deals massive amount of damage. Enraged rabbit however isn't going down still.
Usagi - unfazed by her bleeding neck - makes a heavy downward strike with her axe and lodges it deeply into Raleigh body. By some miracle she is still standing.

>Turn 6.
Bertha runs towards Machina.
Machina attempts to charge her beam once again and succeeds.
Raleigh stumbles backward and takes defense stance.
Usagi charges towards her and makes another mighty swing, but Raleigh deflects it.
>>
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>>82513921
>>82513932
This is great and very unexpected, but I gotta note that Usagi is totally straight. She fights to acquire men from defeated waifus.
>>
>>82513951
>Turn 7.
Bertha closes the distance.
Machina shoots energy beam at her - easy hit at almost point blank range. Bertha fails to dodge and receives a nasty burn that cripples her leg. She falls down!
Raleigh makes a another swing at Usagi's neck, less recless this time. Her sword strikes true, but it's still not enough to take down the rabbit.
Usagi mad for blood unleashes 3 wild swings, 2 of them connect, but Raleigh manages to parry one and dodge another, retreating as she does.

>Turn 8.
Bertha is unable to stand, but she manages to swing her staff at Machina, which Machina easily dodges.
Machina yet again fails to charge her beam, this time it noticeably strains her.
Raleigh is still standing and takes another go at rabbit, hitting her neck once again.
Usagi takes different approach and makes two incredibly fast swings, seeking to beat Raleigh's defenses. This comes at expense of her accuracy and she misses both of them.
>>
>>82513921
Morry and Beulah are going to carve shit up
>>
>Turn 9.
Bertha feints with her staff, but Machina sees through her ruse.
Machina takes another step away, and charges her beam.
Raleigh attempts another attack, but finally succumbs to her wounds and falls unconscious.
Usagi charges towards Machina and makes a wild swing as she goes, but misses the target.

>Turn 10.
Bertha attempts to sweep Machina's legs but misses.
Machina shoots her beam into Usagi's face, causing a severe damage that finally knocks the raging rabbit unconscious. After that she steps further away.

>The end and afterthoughts.
At this point I decided to stop the battle since Machina can just keep pounding at Bertha from a safe distance, who won't be able to do anything in return.
And so the victory goes to Machina Mono & Archeress Raleigh!

Multiple successful HT rolls (with ~50% chance!) turned second part of the battle into a bit of a slog. I expected Raleigh to be a dead weight after her first injury, but she really pulled through with her sword attacks. Also I didn't use deceptive attacks and feints as often as I should've.
Berserk rage is helluva drug, Usagi would have died after the first neck slash without that.
My screenshots were somewhat sporadic, but I think I captured most of the important moments.
>>
>>82513951
Go Mono! Blow 'em to bits! (Mono is her actual name by the way, Machina is just her race/title.)

>>82513960
Usagi has one tough neck. She proved that in an earlier fight when she took 18 injury iirc from a greatsword to the neck and ignored it with berserk.

>>82513982
Nice, thanks for running man. I'll get it up on the scoreboard shortly. This is an historical moment: Usagi's first defeat! And yeah, that was a much better showing from Raleigh than I expected. I'm sure her creator will be pleased.
>>
>>82513982
Oh, also, I'm pretty sure you missed Mono's Hard Light Barrier. It's built strangely with a custom modifier and Cosmic, but basically it's a Hidden (instantly switchable) indestructible medium shield for all intents and purposes.
>>
>>82514049
I noticed it midway through, and was planning to use block&dodge after she would get swarmed, but those lucky shots saved her before that could happen.
>>
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>>82499486
Half an hour til showtime. Still a chance to get a bit in (trip up!)
>>
Where can we see the sheets of all characters?
>>
>>82514254
https://whitezhark.gitlab.io/fight-club/directory.html
Not every character who has fought is up there since some anons never posted them. You can also check out the list of fights here:
https://gitlab.com/WhiteZhark/fight-club/-/wikis/Archive
>>
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The betting is now closed. Let the fight begin!
In the center of today's arena, a 3 yard high stone column, atop which rests a Thompson submachine gun. The only way up is via two ladders on adjacent platforms connected via thin planks

>Turn 1
Ocylae has the higher basic speed. The central pillar blocks her view, so she moves forward to her right. Catching sight of her foe, she succeeds her control roll for Lecherousness.
Boronyr also advances
>>
>>82514372
Would these two even know what to do with a tommy gun? Has Steve been coaching them?
>>
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>>82514372
Ocylae moves up to the base of the ladder, waggling her bare chest at her foe. This is a Quick contest of Sex Appeal vs Will. Boronyr's Cluelessness prevents him from being distracted, and he is merely bemused by his opponent's lack of armor. He also advances

>>82514398
We'll have to wait and see
>>
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>>82514405
>Turn 3
Ocylae prepares a Stop Thrust
Boronyr steps and Evaluates

>Turn 4
Ocylae Evaluates
Boronyr steps and evaluates again

>Turn 5
Ocylae Evaluates
Boronyr Steps up and attacks with deceptive 1. It crashes into the ladder as Ocylae raises her shield

>Turn 6
Ocylae goes for an attack with Deceptive 2. Boronyr capably blocks
Boronyr steps around to give himself more room then lunges again. It finds the shield this time
>>
>>82514475
>Turn 7
Ocylae feints. Boronyr doesn't go for it
Boronyr feints, to similar effect

>Turn 8
Ocylae feints again, and this time is successful (MoS 2)
Boronyr takes a step back and evaluates

>Turn 9
Ocylae steps up and goes for a deceptive 2 attack again. She lands her blade into Boronyr's torso. First blood!
Boronyr attempts a shield bash, but Ocylae easily steps back and dodges.

>Turn 10
Ocylae evaluates
Borony steps up and tries another feint. Ocylae crit succeeds the contest

>Turn 11
Ocylae goes for a swing to Boronyr's less-armored legs. He blocks
Boronyr evaluates

>Turn 12
Ocylae feints. It's a good one (5 MoS)
Boronyr drops his sword and attempts to disarm Ocylae. Ocylae attempts to parry, but fails, though she manages to retain her weapon.
>>
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>>82514703
(rules for disarming are kinda harsh. I'm gonna say Boronyr at least messes up her feint a bit and so he's only at -2)
>Turn 13
Ocylae goes for the legs again, but misses
Boronyr steps into close combat and attempts to grab. Ocylae attempts to somersault away, but botches it. She still avoids the attack though.

>Turn 14
Ocylae crit fails her feint
Boronyr runs around to her side and throws a haymaker. Ocylae is able to parry, swatting his arm with her blade.

>Turn 15
Ocylae steps back and re-orients, evaluating all the while
Boronyr steps up and draws his knife

>Turn 16
Ocylae evaluates again
Boronyr steps around and feints with the knife. It fails, but he has her with her back to the ladder
>>
>>82514882
Having you back to a single obstacle does not prevent you from Retreating, nevermind sidestepping.
>>
>>82514882
Come on Boronyr, don't lose to a naked woman! Have some pride!

>>82514919
As I understand it, Retreating must be directly away from your attacker.
>>
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>>82514919
Found the reference. You can still Sideslip or Slip of course.
>>
>>82514882
>Turn 17
Ocylae deceptively swings for the legs, and is blocked.
Boronyr steps into close combat and stabs unsuccessfully

>Turn 18
Ocylae steps to the side and attacks deceptively. It fails to get through Boronyr's armor
Boronyr All-Out Doubles with the knife. Ocylae tumbles away, crit succeeding her first dodge. Boronyr drops the knife trying to swing at her again

>>82514919
Noted. I was going to penalise it a little, as Boronyr needs all the help he can get right now
>>
>>82514991
>If you get a critical success on a defense roll against a melee attack,
then your foe goes immediately to the Critical Miss Table (p. 556).
Basic 381
>>
>>82514991
>Turn 19
Ocylae steps around to Boronyr's side and goes for his kidneys. Boronyr just manages to get his shield in the way.
Throwing aside his shield, Boronyr makes a break for the ladder. He manages to scramble about halfway up.

>Turn 20
Ocylae gives chase. She is just able to swing at his legs, but goes wide
Boronyr continues scrambling up and makes it to the top. He sees the gun but fails his IQ check to recognises that it is a weapon

>Turn 21
Ocylae stows her shield and sword
Boronyr gets ready to stomp her face if she comes up the ladder

>Turn 22
Ocylae begins climbing. She nears the top when a boot comes at her. She misses her dodge but succeeds her HT roll to avoid knockdown

>>82515097
That's why he dropped the knife
>>
>>82514945
>>82514933
I always interpreted it as:
>retreat = any movement that takes you further away from the attacker
>sideslip = any movement that maintains distance
>slip = any movement that reduces distance
The wording in Basic and Martial Arts seems to suggest this.
>To exercise this option, you mustmove away from your attacker: at least one yard, but not more than 1/10 your Move – exactly as for a step
>As explained under Retreat (p. B377), once per turn, you can step away from any one attacker to get a bonus to all active defenses against his melee attacks. In tactical combat, this lets you step into any adjacent hex that’s further from your enemy than your starting hex.
>>
>>82515150
Poor girl, defeated by a ladder.
>>
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>>82515150
>Still Turn 22
Boronyr flees across the plank, passing his Acrobatics roll. If nothing else, this mysterious object will make a decent club

>Turn 23
Ocylae finishes climbing
Boronyr picks up the gun

>Turn 24
Ocylae re-readies her sword
Boronyr hefts his new club for weight and notices the trigger. He deduces it is some sort of weapon
>>
>>82515158
The reference in the regular Combat rules is pretty ambiguous. The reference I posted is from Tactical Combat in B391 and seems pretty clear to me, but that Martial Arts reference is also quite clear. This is the kind of thing that annoys me about GURPS to no end. Not only are there all these rules that aren't clear or contradict each other, a lot of them seem to have never been addressed in any systematic way. I feel like I come across stuff like this frequently and when I go to ask the answer from GURPS dudes is basically "do what you want man", like when I was trying to figure out which direction people fall in when suffering Knockdown. Since Martial Arts is the later book I'll just assume that its version is canon, but I think I personally prefer the definition I posted since it makes it easier to pin people down.

>>82515185
The question is, will Ocylae notice that it's a weapon?
>>
>>82515185
>Turn 25
Ocylae re-readies her shield
Boronyr pulls the trigger, pointing in Ocylae's general direction. Bullets spray everywhere. Both succeed their fright checks (Boronyr critically so). One bullet of the 13 is headed towards Ocylae, who failed her IQ roll and is thus unable to defend against it. It hits her in the groin. This is a major wound, but she stays up

>Turn 26
Ocylae stays up, but she is not sure what hit her. She crouches behind her shield (1/2 cover) and evaluates
Boronyr attempts to aim his weapon

>Turn 27
Ocylae fails her HT roll and collapses from her wounds
Boronyr critically fails his bloodlust self-control roll and begins emptying rounds into Ocylae's body at full RoF. The officials are able to pull him off before he destroys her completely


Whew, what a long fight
>>
>>82515418
Brutal. Boronyr is like Steve 2.0. Well fought, but I can't help but feel like it was a very unlucky outcome for Ocylae, and not just because I bet on her. Scoreboard updated.

>>82505609
20 coins have been deducted from your holdings (and mine).
>>
The fight between Elizabeth and John will officially take place tomorrow, probably in about 10 to 12 hours from this time. See >>82511122 for more.

Remember, the odds are:
>Elizabeth 1.1
>John 1.6
>Draw 3.0

And you can learn how to place bets here:
https://gitlab.com/WhiteZhark/fight-club/-/wikis/Betting

See you tomorrow!
>>
>>82515234
I'm not sure why you think the snippet you posted "contradicts" the text from Basic and Martial Arts. It states exactly the same.
>the answer from GURPS dudes
Which GURPS dudes? The general is periodically attacked by shitposters and one in particular enjoys giving wrong answers to basic questions, then acting offended if people do not accept his answer.
>which direction people fall in when suffering Knockdown
This is actually interesting.
The book is full of examples of people falling (not just from Knockdown) but no explanation of a default direction to fall. I also don't see any discussion of it anywhere, which means either nobody has cared about it or, just as likely, there is some clear explanation somewhere that I've missed. I'll have to dig into this.
>>
>>82515592
>Basic Set (Tactical Combat)
>directly away from the foe
>Martial Arts
>any adjacent hex that's further from your enemy than your starting hex
"Direct" in normal English means straight; if you move backwards diagonally it's not really straight away from your foe. Sometimes I think rules like the one you quoted from MA are written to make you think it's just clarifying something but is really a revision in disguise.

>which dudes
That particular question I asked in /gurpsgen/, on the GURPS discord, and a couple of experienced GURPS GMs. Nobody had an official answer for me so I came up with my own. I don't visit those places often enough to be familiar with their trolls.

>dig into this
Good luck, I looked and could find nothing and like I said nobody else seemed to know either.
>>
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>>82515577
I guess as the creator of John I should've posted his statblock for the thread but never did because I'm lazy. So here he is.
>>
>>82514372
>tommy
>TL4
>>
>>82514002
With the results of this match Usagi no longer lays claim to the title "The Undefeated" however she did dethrone Anna from that title herself so I guess she couldn't hold onto it forever..... I wonder who next up-an-coming fighter to lay claim the title will be?
>>
>>82515888
I was applying the appropriate TL penalties
>>
>>82514398
>Has Steve been coaching them?
Really now do you think Steve knows how to use the tommy gun? He can barely use a pistol.
>>
>>82517579
Only in the academic sense, I expect. Point at enemy, hold down trigger, hope you didn't fuck it up sufficiently that it fails to fire, and pray a bullet finds its target.
>>
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For a bit of a preshow before the big tourney, I come to a you with a fight !

Two sword ladies from distant lands will team up in order to try and face off one of the most well known terrors of our lands. The fearsome Troll !

The fight will be held in mostly clear terrain with some bushes and some large rock formations.

I've remade the ladies sheet in Pathfinder, here are the links to their sheets (if someone wants to export them to the gitlab, feel free.)
https://www.myth-weavers.com/sheet.html#id=2564437
https://www.myth-weavers.com/sheet.html#id=2564439

Here are the predicted odds for this fight, bet bet bet :
>Team win, no unconscious : 2.0
>Team win, one unconscious : 1.5
>Troll win : 1.5
>>
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>>82511122
Frick, I gotta get my tokens back. Come on John, ya can do it. Here's 10 tokens on the boy.
>>
>>82518710
>fights have undercards now
Ultra-Based.
>>
>>82515418
>hits her right in the pussy
>then magdumps her prone body
>she lives
Certified hood classic.
>>
>>82518710
Not to pop your bubble AM, but wasn't Mizuki a foxgirl?
>>
>>82519372
Lmfao
>>
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Elizabeth vs John will be starting on the hour (in about thirty minutes). Last call for bets!

>>82515708
Thank you for your efforts to keep things clear for the audience, dear submitter! Allow me to use this as an opportunity to remind everyone that submitted character sheets can generally be found in the Directory:
https://whitezhark.gitlab.io/fight-club/directory.html

>>82516164
I am hopelessly biased but I'll place my (unofficial) bet on Mono. She's very tough, reasonably quick, and comes equipped with a laser cannon!

>>82518710
As fond as I am of our valued Challengers, I have no idea how these two will be able to down a troll, let alone keep him down. 20 coins on the Troll. Also, as >>82519502 notes, Mizuki is indeed a foxgirl. The listing on her PF sheet is no doubt just a clerical error.

>>82518760
Your bet has been recorded. Good luck!
>>
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The gong is sounded and the portcullises slide up! FIGHT!

>Round 1
John waves at the crowd lackadaisically, neither advancing nor drawing his weapon. He calls out to the Arena judge, explaining that he's really feeling under the weather today would like to simply surrender.
Elizabeth advances directly toward John, tortoise-like under the weight of her equipment, her gaze never wavering.

[spoier]John's Basic Speed is higher, so he goes first. His Manic-Depressive is checked for the day results in the effects of Chronic Depression. He fails his Will roll and attempts to take the path of least resistance by surrendering. Consequently he takes a Do Nothing action. John's Alcholism does not trigger because his flask is actually empty.
Elizabeth uses Move and advances three hexes, her maximum Move under Medium Load.[/spoiler]

>Round 2
The judge responds that the Arena will not allow a Combatant to surrender without fighting at all. John sighs and draws his saber, stepping forward dispiritedly.
Elizabeth continues to march toward John, her large shield held in front of her like a wall of steel.

John uses a Ready action to draw his saber and Steps one hex forward.
Elizabeth takes another Move and advances another three hexes.


>Round 3
Resigned to his fate, John saunters casually towards Elizabeth, saber held reluctantly at the ready.
Elizabeth continues to trundle forward like some sort of anachronistic war machine.

John uses Move and advances a mere three hexes. He intends to begin using Evaluate on Elizabeth as soon as she steps within its radius, which is the same as one's Move and Attack range - for John, seven.
Elizabeth obliges John by repeating the same Move again, closing the gap to seven hexes.
>>
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>>82520446
>Round 4
John finally begins to look a little bit serious as he eyes up Elizabeth. He halts his meager forward momentum and takes short step to the side, beginning the long duelist's circle.
Elizabeth passes the halfway point of the Arena as she steadily continues her advance.

John uses Evaluate on Elizabeth, giving him plus one on his next attack against her. He then uses his Step to move slightly back and give himself time to stack further Evalutes.
Elizabeth Moves another three hexes toward John.


>Round 5
John is content to study Elizabeth further as he takes another step toward the North side of the Arena. The crowd hoots and hollers, urging John to take the initiative.
Elizabeth continues her beeline toward John, her expression as stoic as ever.

John succeeded on his Performance roll to impress the crowd before the match started, earning him a Good reaction. Since Good is a range of values (thirteen through fifteen) and the book doesn't specify, I decided that this would be the average value of a Good Reaction: fourteen. John's attempt to immediately surrender diminished their Reaction value by one point, but this still leaves it within the Good range. None of that is particularly important but it was good review of how Reactions work. John himself makes another Evaluate and Steps another hex to the side. He is now at plus two versus Elizabeth.
Elizabeth isn't close enough to begin using Evaluate, so she Moves another three hexes forward.
>>
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>>82520464
>Round 6
John flashes Elizabeth a weary but congenial grin as he takes a step toward her, saber-point between them.
Elizabeth ignores him and shouts, "Orthros' will be done!" as she raies her shield and charges forward! John springs backward, narrowly avoiding collision with that metallic slab. Elizabeth finally shows a spark of emotion, her pale face contorting in rage as she pulls up just short of John.

John completes his third Evaluate, reaching the maximum of +3 against Elizabeth. He steps forward assuming that she will do likewise so that he can make use of his bonus next round.
Elizabeth is finally within range to engage, so she opens using a Shield Rush with Deceptive (-2). This allows her to Move and Slam with her shield without the normal Move and Attack penalties. She barely makes the attack. John can choose to Parry or Dodge, but Parrying could result in a broken saber because Slams count as heavy weapons. Therefore John chooses to Dodge and Retreat, which he succeeds at. Elizabeth only moved two hexes for her Shield Rush leaving her one hex of movement which she must now use because her opponent Dodged. She continues one hex further forward, stopping adjacent to John who Retreated one hex backward. Having missed her first attack of the fight, Elizabeth's Bad Temper triggers; She fails the Control roll and becomes furious with John.
>>
>>82520488
>Round 7
John finally takes the initiative, seeking a gap in Elizabeth's defenses. John makes an experimental thrust at Elizabeth's weapon arm, trying to weave his blade around her shield, but can't seem to make the angle work.
"Villain! I'll make you regret challenging a servant of Orthros!" Elizabeth closes her eyes for a flicker of a moment and mouths a wordless prayer. Suddenly she looks lighter on her feet, her shield and hammer moving with an ease that makes her previous movements seem laborious in comparison.

John makes a Feint using the plus three from his previous Evaluates, achieving a Margin of Success of four. Elizabeth, unaware that this is a Feint, declares a Block, but John "misses". The dice result of her Block roll is secretly used for contesting the Feint; she gets a Margin of Success of zero. Since John beat her by four, Elizabeth will have minus four to her defenses against his attack next turn.
Elizabeth considers making a more binding oath of vengeance against John, but succeeds on the Control roll for Compulsive Vowing. Instead she uses a Concentrate maneuver to activate Heroic Feats of Strength, rolling a four for the ST bonus and an eight for duration. This changes her Encumbrance to Light, increasing her Move and Dodge, as well as increasing her Basic Thrust and Basic Swing damage dramatically.
>>
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>>82520498
>Round 8
John doesn't seem to notice the change in Elizabeth's movements. Having drawn Elizabeth's shield out of line with his "failed" stab, he swings at Elizabeth's neck in a glittering horizontal arc. Unfortunately for John, Elizabeth's shield is so large that it takes only a minor correction to interpose it between her and the saber. Elizabeth deflects John's blade with a loud clang. John slides toward Elizabeth's weapon side, trying to get away from that steel behemoth.
Elizabeth unleashes all her empowered rage upon John, swinging her hammer and shield at him simultaneously. To everyone's surprise, she not only goes wide with her shield but actually drops her hammer at her feet. It makes a dull thud as it lands in the dirt. Elizabeth regards it with a mixture of anger and disbelief as she quickly kneels to retrieve it. John gives a wry smile as he steps away from Elizabeth's failed onslaught.

John fails his Perception roll to notice the massive increase in Elizabeth's ST. He makes a swung Attack (Targeted: Neck) to avoid Elizabeth's armor, giving him a minus five to the roll, but he makes it. Elizabeth doesn't bother Retreating. Elizabeth's defenses are ridiculously good, so even with the minus four from the feint she's able to Block. John steps to the Northeast one hex.
Elizabeth uses a Dual-Weapon Attack with both her hammer and large shield. John declares a Dodge and Retreat. She opens with the hammer, making her Attack Deceptive -4. She critically misses and drops her hammer. The shield bash is made normally and misses. Elizabeth uses her Step to kneel and adjusts her facing.
>>
>>82520506
>Round 9
John realizes that a kneeling, disarmed Elizabeth is probably the best opportunity he's going to get. John springs forward and launches another cut at Elizabeth's pale neck. Elizabeth simply raises her shield and deflects his saber once more, hardly looking up from her earthbound hammer.
Elizabeth grits her teeth as she grabs her hammer and rises to her feet once more, glaring at John contemptuously.

John considers falling back and stacking Evaluates once more, but in all likelihood the benefit won't be better than taking aggressive advantage of Elizabeth's posture and lack of (main) weapon. Kneeling gives Elizabeth a minus two to her defenses and attacks, disallows Retreats, and reduces the penalty for targeting her neck by one. Furthermore, she won't be able to attack John on her turn unless she gives up on retrieving her hammer. All this in mind (but not aware of her increased ST), John Steps back up to Elizabeth and declares a Committed Attack (Determined, Targeted: Neck, Deceptive -2). Elizabeth predictably declares a Block. John makes his roll but so does Elizabeth, even with the penalties.
Elizabeth's Heroic Feats of Strength sports the Unsupported limitation, meaning that whenever she actually uses her bonus ST she must roll HT at the beginning of her next turn to not take damage. She succeeds, uses a Ready maneuver to pick up her hammer, and stands up again with her Step.
>>
>>82520513
>Round 10
John looks glumly at the holy warrioress before him. There doesn't seem to be a way past that shield and John knows he's in trouble if Elizabeth ever connects with her hammer. He probes with another half-hearted cut but Elizabeth deflects it effortlessly. He takes another step towards Elizabeth's weapon side in a vain attempt to escape her shield.
Elizabeth bears down on John again with both hammer and shield. This time there are no comical errors and though John narrowly avoids the hammer he takes a full body hit from Elizabeth's shield. The audience can hear the forcible expulsion of John's breath, but somehow he manages to stay on his feet as he stumbles backward. Audience, Elizabeth, and John alike look surprised at this.

John has little choice but to fish for another good Feint, which he attempts. Elizabeth once more declares a Block. John actually rolls quite well but Elizabeth even more so and the Feint produces no benefit. John steps one hex Northeast afterwards.
Elizabeth follows John with her Step and once more declares a Dual-Weapon Attack with hammer and shield, the first being made with Deceptive -4. John declares a Dodge and Retreat. Elizabeth lands both attacks while John only manages to Dodge the hammer. Since Elizabeth did not declare otherwise the hit location is John's Torso. Elizabeth rolls eight damage, reduced by John's Torso DR 1, and inflicts seven points of injury; this is more than half of John's hitpoints and thusly a Major Wound. John makes his Knockdown roll and remains standing and unstunned, though he will suffer the maximum Shock penalty of minus four on his next turn.
>>
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>>82520526
>Round 11
The massive impact seems to have given John an adrenaline surge. Though shaky on his feet he flashes Elizabeth a devilish smile. "That was pretty good little lady! I guess I oughtta start taking this seriously!" He shifts back a few more feet from Elizabeth, holding his saber between them with a newfound vigor.
If Elizabeth is surprised by his sudden change in demeanor, she doesn't show it. Anger continues to dominate her features as she charges John with her shield once more, attempting to shove him backwards into the Arena's spiked walls. John nimbly backsteps and Elizabeth's shield loses momentum less than an inch from his body. Elizabeth returns John's grin with a silent glare, their faces mere inches from each other.

John can't fish for a Feint while suffering Shock penalties, nor can he afford to simply defend. He's below half HP and this is decidedly an emergency situation, triggering another Manic-Depressive roll. The result flips his Chronic Depression into Overconfidence and Workaholic. Now that a surrender might finally be accepted he is ironically no longer interested in doing so. John Steps another hex to the Northeast and Evaluates in preparation for his next Feint.
Elizabeth makes her Unsupported roll and takes no damage. Too far away to get in range with a Step, she simply chooses to Shield Rush. John declares a Dodge and Retreat. Both make their rolls. Since Elizabeth doesn't have enough Move to go past John, they end up in close combat.
>>
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>>82520537
>Round 12
John steps back from Elizabeth yet again, his back nearly touching the spikes on the wall now. That doesn't seem to concern him, though. He makes a quick cut at Elizabeth's leading leg, provoking her to lower her shield in response. John's eyes gleam with confidence.

John's running out of room but he can't fight effectively in Close Combat so he Steps one hex closer to the wall. He fails his Overconfidence roll and decides to Feint before building up any further Evaluates or escaping from his precarious position. Elizabeth declares Block. John gets lucky and Elizabeth flubs her roll; he reaps another Margin of Victory of four.
Elizabeth's action in next post.
>>
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>>82520558
>Round 12 (continued)
Elizabeth parallels John's movement, keeping him between her and the wall. She isn't going to let him squirm away. Another flurry of heavy metal, but this time John can't backstep. He tries to slide to the side but can't get enough distance and the pointy side of Elizabeth's hammer catches him squarely in the ribcage with a sickening crunch. He falls forward, carried by the momentum of his dodge and the embedded hammer dragging him along, and lands on his face next to Elizabeth. She moves over his body, still gripping her hammer tightly, still glaring at John.

Elizabeth fails her Unsupported roll and takes a point of injury. She knows she just needs one more solid hit to seal the deal, so she doesn't bother with anything fancy. She launches the same Dual-Weapon Attack combo as before, but this time John's position prevents him from Retreating normally. John declares a Dodge and Sideslip. Elizabeth makes the hammer roll and misses with the shield; thanks to the penalty from Deceptive and the reduced bonus from Sideslip, John just barely flubs the Dodge. Once more Elizabeth declared no hit location, so it defaults to Torso. She rolls nine impaling damage, reduced by John's Torso DR 1 and the remainder multiplied by two for the impaling damage type for a total of sixteen injury. This is another Major Wound, so John rolls Knockdown, which he fails. He is stunned, drops his saber, and falls prone in the direction of his Sideslip - except Elizabeth's hammer is actually stuck in his Torso (it's technically a "pick"), so the direction of his fall is altered to land next to her. Elizabeth uses her Step to move over John's upper body.
>>
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>>82520574
>Round 13
It's hard to see from the stands but John keeps his eyes open, dazedly gazing at Elizabeth's booted feet. He shakes his head slightly, trying to clear it. Focus begins to return to his eyes, but he can't seem to move yet.
Elizabeth doesn't give him time to recover. Putting one booted foot on John's back, she braces herself and rips the hammer free with all her strength. Blood flows freely from John's side and he jerks unnaturally, eyes rapidly defocusing. The crowd murmurs, their enthusiasm a bit sobered by the brutal finish for their favorite.

John makes his Consciousness roll and stays up. He also makes his Stun roll, so he can act next turn.
Elizabeth uses a Ready action to pull her hammer out of John. She makes her ST roll to do so and it comes free, dealing half the injury it did going in for another eight injury. This takes John below -1xHP, so he makes a Death roll - which he fails, but only by two, resulting in a Mortal Wound.


>Aftermath
Seeing John lying still the judge pronounces the fight concluded. Elizabeth kicks him sharply in the head for good measure before turning and walking away. The crowd near her entrance can hear her murmur, "Orthros' will is done," as she passes through and out of the Arena. She slows down considerably as she walks, her now blood-splattered armor seeming to burden her once more. Medics rush over to John's body in a last ditch effort to preserve his life. The prognosis is uncertain.
>>
>>82520609
>Review
This went about how I expected. John has no special tricks up his sleeve and is below the SL cap with his weapon to boot. He also neglected to wear any real armor, something which I discovered with my own first submission is a terrible mistake at TL 4. Elizabeth, on the other hand, is not only heavily armored and more skilled, but also is proficient with Dual-Weapon Attacks, has enormous defenses from her large shield, and can temporarily boost her ST by 1d. John's only chance was to get a lucky face, neck, or skull hit since Elizabeth apparently lives in Goblin Slayer world and doesn't wear a helmet. He had a couple opportunities, the first with his decent Feint and the second when Elizabeth dropped her weapon, but she rolled well enough to defend against both even with penalties. Perhaps he should have gone All-Out with a bigger Deceptive penalty to try and break through, but that was risky too since a single hit from Elizabeth could destroy him.

Picks are pretty brutal. I don't think "pick" sounds very cool so I chose to call Elizabeth's weapon a hammer but it's a pointy hammer and works like a pick. They use basic swing, which is always higher than basic thrust, and they do impaling damage, which doubles the amount of damage that gets past DR and turns into injury. That's all pretty good to begin with, but they also do half the injury they originally did when you pull it out. If you have decent ST you're not likely to fail the check to remove it and they get no defense, so it's basically free damage. Seems really strong. Only real downside is they become unreadied if you use them to parry, but in a one-on-one where you have a shield to block with it doesn't really matter.
>>
>>82520622
>Review (continued)
Since John barely wore any armor Elizabeth didn't bother to think about hit location. Perhaps she could have ended the fight sooner if she went for a face hit. It would certainly have been amusing to KO someone with a shield bash to the face. Likewise she didn't bother with Feinting because John's defenses were mediocre; she expect him to fail sooner rather than later since she was attacking twice per turn. It actually turned out that she was built slightly wrong was taking unnecessary penalties on her shield attacks, but it will be corrected now that she has more points.

A final note: apparently Martial Arts "clarifies" that Retreats can be diagonally away from your opponent, meaning John could potentially have Retreated parallel to the spiked wall instead of Sideslipping. It's too late for him to correct his decision now, but if he lives he will certainly remember that for next time.

>Rewards
Two points to Elizabeth, three points to John (if he lives).
>>
>>82518760
10 coins have been deducted from your holdings.

>>82513070
2 coins have been added to your holdings.
>>
>>82520656
Seems like John's gonna want to buff his skill, and maybe consider acquiring, like, a set of chainmail or something.
>>
>>82520622
>>82520656
John was screwed from the start it seems. But at least he went down trying to fight.
>>
I'd stat some Esoterrorists monsters or some Fixers from Library of Ruina for you guys, but I have no idea where to start. They might also be too strong for the ground rules you've set up so that would likewise be a problem.
>>
>>82520928
Go for it anon, don't let the rules hold you back. The only difference it makes is whether the character can be part of the progression and rewards pool. We have lots of overpowered Special Guests and AMs have been more than happy to use them.
>>
>>82520609
Man I was really rooting for John
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>>82520446
I'm liking that people's disadvantages are actually getting rolled on. The later characters are significantly more min-maxxed than the early ones so it at least keeps it somewhat level if all the pawg disadvantages actually hurt them. Berserk is still utterly broken in the arena though. Basically just free unkillableness at this point
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>>82521536
Yeah, I think the disadvantages add a fun dynamic to the fights and they act as a good guide to the Arena Master on how to play the character. I do prefer the characters that have some flavor skills and relevant disadvantages for sure. Berserk is what it is, but if the opponent can weather the storm they get lots of free hits.

>>82520656
>Review (addendum)
Just wanted to add a couple more things I thought of after posting. If I were to run it again, John would try to take advantage of his significantly higher Move by running away after each engagement to build up Evaluates again. If he was aware of Elizabeth's bonus ST and its duration he could also have attempted to kite that out as well, but even if he had succeeded in his Per check to notice the ST increase there was no way for him to know when it would expire or if it expires at all.

I should also add that the reason John's life still hangs in the balance is because I don't have the details yet for the medics employed by our founder. As soon as I have them I will add them to the repository and make the appropriate rolls to determine John's fate. If he lives, John's submitter is welcome to spend his three new character points and any remaining $ and resubmit.
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>>82521691
I think in practice its Monster Hunter Palico's that make people magically better. There was talk about persisting damage but it never really came to pass. Grishnak has had his head ripped off before for example.
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>>82521732
The Grishnak vs Kare fight didn't stick because Kare was a Special Guest. Others have received permanent injuries, like Swordmaster Jones who now has an automail arm after his original got ripped off. There is certainly magic involved with the medics, but I know for a fact that their healing abilities are not infallible. Everybody in Challenger/House Fighter fights has just been lucky enough so far.
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>>82521769
Anna had her legs ripped off by raptors in her first fight. There was talk of magic legs but nothing ever came of it. I was actually the OP of the original waifu thread man
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>>82521791
The velociraptors came close to taking a leg, but they never actually managed it. This is the exact wording from the AM:
>Raptor just tries to rip her leg off. It does obscene damage and more or less succeeds. (Would if per-limb damage were tracked, but per-injury dismemberment chance in effect.)
Which is to say if we were tracking limb injuries cumulatively it would be gone but because it's per-injury the velociraptor never did enough all at once to rip it off. Since she was not actually dismembered, she got to roll to recover from the crippling injuries. I guarantee you that our founder was tracking permanent injuries; before his vacation he told me directly that he was planning on adding an automail hand to Steve to replace his original. Speaking of, apparently Steve is actually supposed to be classified as a Challenger.
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>>82520928
>>82520947
Statted out the Black Silence in ANVIL using 1st edition Pathfinder rules. A little bit unsatisfied with it (ANVIL is lacking in more than a few things), so I might port it into another system later.
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>>82520801
>>82520868
>>82521082
John fans, rejoice! Thanks to the efforts of our hardworking medics he lives to fight again! It was a bit tense in the operating room but John has pulled through. He's not quite as good as new, but at least he now has a sweet battle scar to show the ladies! Most likely he will omit the fact that he received it from a lady as well.

First Aid (5): Success! John doesn't bleed and heals 1 HP.
John Mortal Wound (6): Success! John stays alive on the operating table.
John Mortal Wound (10): Success! John stays alive on the operating table.
Telekinesis (11): Success! +4 to Surgery
Surgery (12): Success! John is no longer Mortally Wounded.
Mortal Wound Recovery (13): Failure! John loses 1 HP permanently.


>>82522216
Looks pretty cool anon, though he seems to be missing feats? At any rate I hope you get a chance to run him in a fight for us!
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>>82522518
ANVIL's feat system is basically nonexistent and it might outright be locked behind its Patreon exclusive login system. Going to try to port him into something else (but keeping all of his stuff) later.
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>>82518710
Welcome to our Preshow. Here is our fight !

> Turn 1
Lana and Mizuki wins the initiative. They decide to split up to attempt to lure the troll into a flank.
Mizuki moves behind a tree. Lana moves to the side but stays out of range of a troll's charge.
The Troll rushes forward toward Lana.
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>>82522742
> Turn 2
Mizuki issues her challenge to the Troll gaining a +3 to damage against that target. She moves closer, keeping her katana in its scabard.
Mizuki takes the defense action, gaining +4 dodge to AC.
Lana moves away, letting Mizuki takes the attention and pulls out an Alchemist's Fire from her belt.
The troll attacks the nearest foe, Mizuki, but it requires him to move into bushes (difficult terrain), since he moved, he goes for a bite and misses.
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>>82522757
> Turn 3
The Swordsaint takes a 5-ft step forward and unleash her Iaijutsu Strike. Unfortunately, it fails to connect.
Lana walks around the troll and throws the Alchemist's fire. She just about hits the troll's touch AC, inflicting 5 fire damage and halting its regeneration.
The troll full-round attacks Mizuki. One claw connects for 10 points of damage.
>>
>>82522777
> Turn 4
Mizuki delays until Lana is in position.
Lana charges the troll, he swipes at her as an attack of opportunity (reach) it misses thanks to Lana's mobility feat.
Lana inflicts max damage with her sharpened sword, dealing 13 damage.
Mizuki attacks in turn. Just about landing to blow thanks to her Desperate Battler trait and inflicting 11 damage.
The troll focuses Mizuki and deals devastating blows one after another, he lands a decisive critical on Mizuki and deals a total of 31 points of damage.
Mizuki is put at -13 hp (1 hp from death) and is quickly teleported off the arena for emergency treatement.

> Turn 5
Lana attacks vailantly but the situation feels hopeless. The blow connects but only deals 5 damage, merely the troll's regeneration.
The troll regenerates the damage and turns toward Lana, pissed off from the fire she dropped on his back, he attacks three times but misses all three.
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>>82522793
> Turn 6
Lana feints and attacks, slashing for a full 12 hp.
The troll's flesh self-stitches as he delivers a grazing clawing attack, dealing a mere 6.

> Turn 7
Both fighters exchange blows, Lana dodges all attacks but her sword attacks fails to deal enough damage to overtake the troll's regenerative capabilities.

> Turn 8
Lana misses her attack. Her resolves wavers as the trolls deliver one final series of attacks which all connect for 23 damage, putting Lana at -1.
The troll wins at around 50% hp.

> At the commentator's booth
> Harekina-Chan : What a violent showing for this preshow ! The girl's strategy was solid but Mizuki's Iaijutsu strike not connecting might have sealed the match in my opinion. Grug ?
> GRUG : GRUG THINKS THAT HAREKINA IS WISE. GRUG SAYS THAT IF THE GIRL'S WEAPONS COULD HAVE CONFIRMED CRITICAL BLOWS, THINGS MIGHT HAVE TURNED OUT ALRIGHT FOR THEM.
> Harekina-Chan : That was the Ludite Preshow, hosted in partnership with Ludite Shields. All ladies and gentlemens are welcomed to get themselves something from our lovely bar while the next match is setup !

Mizuki's doctor (+10 in Heal) managed to fail 4 First-Aid attempts (DC 15), causing Mizuki to expire. Ludite Shields absolutely did not want the PR hit that it could have caused and had a technician ready with a Breath of Life spell. Mizuki was brought back and is expected to make a full recovery. The more skillful doctors were busy with John's wounds.
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>>82522831
Good show. I am utterly unsurprised at this outcome. Regeneration is very strong and level 3 Pathfinder characters pretty weak. At least it earned me 10 coins!

>that spoiler
Apparently Mizuki has only enough luck to not just straight-up die. On that note, I've added a summary for the Arena's medical procedures (in GURPS) to the Resources folder in the repository. GURPS Arena Masters can use these procedures to determine the fate of dead and mortally wounded Combatants:
https://whitezhark.gitlab.io/fight-club/Resources/Medical_Procedures.txt
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>>82518710
I would love to get those sheets up on the git but I don't see a way to export them as a viewer. If you as the creator have the ability to export them into html, pdf, or any other format, you can toss me a catbox.moe link with them and I'll get them pushed. Thanks again for running the fight. According to the Archive this was our first match using PF1.
>>
>>82518710
Suggestion:
For Pathfinder 1e and D&D 5e, characters should be at level 6.
Level 3 is just too weak and uninteresting for those systems.
Getting a couple more feats as well as more class features would make things more interesting.
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>>82521536
Berserk makes you into a suicidal retard, but that doesn't matter if there is no permanent injury or "timeout" due to serious wounds. People can still try to chop off your limbs or your head though.
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>>82523109
I am not surprised but I really think the fight wasn't lost for sure, but then again, It probably wasn't really 50/50.

>>82523194
https://files.catbox.moe/n7gmt0.pdf
https://files.catbox.moe/adnicb.pdf

>>82523262
Level 6 would surely be quite a great deal more options (Iteratives do add a lot, and 3rd level spells are where it starts getting big) but it would probably make characters massively more powerful in these systems than their counterpart in other systems.
This isn't necessarily a bad thing as consistency of power levels between systems isn't a requirement but I think it is neat to some.
What I'd prefer to avoid is to have characters that are essentially impossible to port to a system or another because it would be a massive nerf/buff.
I'll try to make a Level 6 fight to see how it goes.
>>
>>82516446
If anything, you probably went too far in treating it like an unfamiliar item.
Since characters are at TL4, they have both seen plenty of guns and crossbows in their time. They would instantly recognize a TL6 gun as a gun and just struggle due to having to roll at defaults (and -4 penalty).
>waggling her bare chest at her foe
Not sure if this fits. It's a neat rules detail, but the poor girl isn't topless to be seductive, she's topless for the crowd's entertainment. She's property (her Social Stigma) and that's why she has such shitty gear suitable for a TL1-2 savage. Getting demolished (especially in the uncomfortably suggestive and graphic way it happened) is what she's there for.
>>
>>82523379
>but it would probably make characters massively more powerful in these systems than their counterpart in other systems.
I wouldn't say it would make them that much more powerful. Sure a full caster at level 6 is way more powerful and versatile than a 100pt caster in gurps (probably?), but a pure martial or the 3/4ths casters aren't that much more competent.
>>
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>>82522831
>Lana attacks the troll with a sword
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>>82523379
Thanks for the sheets, I'm pushing them now. Translating power levels across systems is a difficult thing for sure. Personally level 6 sounds too high to me. Getting smashed by a regenerating troll is about what I would expect from a pair of our Challengers in GURPS. Feel free to make any adjustments you see fit though; we don't have a precedent other than you for Pathfinder, so just be reasonable.

>>82523431
That's actually a solid point. Neither character has reduced TL so they would indeed be familiar with TL 4 guns. I mean, heck, we've got Bertha on the roster and she's not some whacky anachronistic visitor like Steve.
>not intentionally seductive
She may not have chosen her manner of dress but she does suffer from Lecherousness and Compulsive Carousing. I don't think it was out of character for her in the slightest.
>uncomfortably suggestive
Dude rolled a groin shot and then his Bloodlust triggered. Nothing actually suggestive occurred.
>>
>>82521869
I agree with magic pelico anon.
Fighters get piled into their wagons in pieces, they do a couple magical laps, and dump the bodies back out whole and healed.
It’s sapient cat magic. No need to explain it!
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>>82524383
Eh. I think it adds a layer of excitement if it's possible to actually die, and honestly the medical procedures are pretty generous. I can't stop anybody from running whatever characters they want, but I think if you're going to run dead characters you should at least hold the fight in a ghost arena or the afterlife. Personally I intend to track casualties (and possibly permanent injuries) and make a list on the repo at some point. So far Lug is our only true death.
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>>82524383
>>82524499
I'd throw in a vote to have Dungeon Fantasy-ass resurrection: anyone can get it, but it costs a big pile of money. Then have the contestants pay it off with more fights (and more debt if they die more).

I suggest this in part because having Steve go from wageslave to wageslave but in the arena is funny to me.
>>
>>82524499
>>82524596
You guys keep overthinking and making matters harder for yourself. Seriously, just consider that everyone gets magically healed after each fight.
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>>82524596
I've got a fun idea planned for if Cameron goes down.
>>82524902
This guy gets what's up, though. Don't bother with hard and fast rules for anything, do stuff if it's fun or funny, but never feel like anything's forced.
>>
>>82524902
>>82524977
I like rules. The things I take seriously I find fun and the things I find fun I take seriously. If I decide it's too much I can scale it back, but right now I'm doing exactly what I want to do and not out of any sort of obligation. Providing the framework for consistency in the Fight Club gives it a sense of weight and makes it feel more like a real platform to do games with anons, albeit indirectly. Again, nobody has to follow the rules if they don't want to; they are completely unenforceable and I wouldn't force anons to use them even if I could. All fights are welcomed.

For me, though, the excitement of somebody possibly dying or losing a limb is great. It means that the Arena isn't just a static thing: Challengers can come and go and change in ways aside from mere character point increases. Jones and Steve both have automail arms because they lost them fair and square in fights. John has a permanent 1 HP loss because of his Mortal Wound. In GURPS, at least, these things make a real mechanical difference. I think that's cool. Magical healing and resurrection cheapens all that, so I don't endorse it.

Character death also opens up other interesting possibilities. What if a dead Challenger comes back as a revenant or a vampire? What if a Challenger's corpse was animated with a different spirit? What if the relative of a dead Challenger shows up at the Arena for vengenace? A Challenger could theoretically take their victim's equipment or even body parts as a trophy. Or maybe a Challenger doesn't die but is crippled badly enough that they resign and become a commentator. I'm sure there are loads more possibilities we could think of. Any of those is far more interesting than Challengers being perfectly static, showing up for every fight in peak condition and with nothing but a couple of character points to indicate their history in the Arena.
>>
>>82524902
>>82524902
>>82525596
So yeah. Do what you want, participate in any way that you desire! For the forseeable future I will continue to maintain the repository and clarify the rules as necessary. If people want to use them as a common ground for a shared setting, great! I think that really gives the Fight Club a communal feel. If you don't want to, that's fine. As long as you're contributing no one will complain. Let's FIGHT CLUB!
>>
Updated version of my crusty grade 9 fixer, now with added feats.
>>
>>82522518
>>82522831
Pretty sure the original poster was only tracking dismemberments, not bothering with anything else. Aside from limbs, everyone just gets magicked to full health between fights as a handwave.
Plus, penalizing Steve for losing is somethign that I think we want to avoid here - it'd just make the winners win more because the losers are too weak to contend with them.
>>82524902
What this guy said.
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>>82526655
The only things the original poster wasn't tracking were natural HP restoration and non-permanent injuries. I know for a fact that he rolled the medical details because I got the information about his medic character directly from him. The Bleeding, the skill levels, the Telekinesis, the custom Revivification and Anesthesia spells are all directly from him. He did in fact roll all of that behind the scenes while reporting only the result. Like I said, the medic is skilled and so no Challenger has actually died before, but death is and always has been possible.
>penalizing Steve
The automail arm isn't really a penalty. It gives him DR 2 on one arm and the drawback is monthly maintenance, something not likely to come up in fight.
>magically heal everyone to make it easier on yourself
I don't know how else to explain this. I'm not the original poster and I do not feel burdened or obligated by any of this. I'm doing it because it's fun. I like systems and consistency and permanent consequences. I will repeat myself: it's okay if not everyone wants to use these rules. That's fine, you don't have to. They are for the benefit of people who enjoy consistency and a shared setting, a set of people which includes myself.

>>82526354
Will add, thank you anon. It would be great if you ran him in a fight for us at some point!
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>>82524499
That poor poor ogre
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>>82526943
Meant John, not Steve. The fancy technomagic hand are cool, but the scar that reduces max hp seems not so cool.
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>>82526943
>Will add, thank you anon. It would be great if you ran him in a fight for us at some point!
Not sure if I have the time for running fights. But I'd be more than happy to stat up characters for those who want to!
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>>82523262
I agree
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Palicos
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New thread has launched since this one hit the bump limit >>82527010
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>>82526354
>>82526943
Roland is definitely going in the "Special Guests" positioning. CR 40 (technically 41) is ludicrous.
>>
shouldnt this gay weeb shit be in >>>/trash/



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