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Post by LWPD on Jul 5, 2010 15:54:41 GMT -5
Representing the cold yet proud nation of late 21st Century Russia, comes a mysterious man from the dreaded mountains of Ural. An acrobatic wrestling machine with ambitions of proudly serving his homeland while traveling abroad, who will survive his Fantastic Voyage?Credit Simon LeducOzymov
5' 8 170 lbs RussiaPrimary Archetype: AcrobatSecondary Archetype: Destroyer, Victim____________________________________________________ THE NAMELESS6’1 236 lbs Parts Unknown Primary Archetypes: Gunslinger Secondary Archetypes: Wanderer/Exile __________________________________________ L-FSCE Territory Write UpsCANIS MAJOR TERRITORY By Eric Konecne RIGEL TERRITORY By Thormassive TRIANGULUM, M33 TERRITORY By Heat680
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Post by David Morse on Jul 23, 2010 19:45:47 GMT -5
Ozymov's card says his finisher's potency is equal to the number of tokens the opponent had accumulated. Since tokens are already added to a PIN, does this make his finisher a (0), or does it mean you add the number of tokens twice on his finisher?
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Post by LWPD on Jul 24, 2010 6:33:48 GMT -5
Ozymov's card says his finisher's potency is equal to the number of tokens the opponent had accumulated. Since tokens are already added to a PIN, does this make his finisher a (0), or does it mean you add the number of tokens twice on his finisher? The later. Ozymov's finisher mirrors his opponent's fatigue level (ie. potency = opponent's pin tokens) and the effect of the move then reinforces the impact. As the match goes longer, Ozymov's offense becomes more dangerous. For example, when a match starts, since the opponent wouldn't carry any fatigue tokens at the bell the initial potency of the finisher would only be (0). If Fantastic Journey was hit at that no prior damage phase (and the opponent kicked out) one token would be added, building the new potency (on the next finisher roll) to (1). This would continue to carry forward with any event that triggers a token (ie. move - 3 leading to a pin attempt/kickout, chart Add 1 situation, custom house rule, etc) increasing the base as the opponent becomes more worn down with tokens. This reflects an endurance advantage...a byproduct of the superior conditioning that comes from training in the high altitude of the Ural Mountains!
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duce
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Post by duce on Dec 3, 2010 2:05:42 GMT -5
Ozymov's card says his finisher's potency is equal to the number of tokens the opponent had accumulated. Since tokens are already added to a PIN, does this make his finisher a (0), or does it mean you add the number of tokens twice on his finisher? The later. Ozymov's finisher mirrors his opponent's fatigue level (ie. potency = opponent's pin tokens) and the effect of the move then reinforces the impact. As the match goes longer, Ozymov's offense becomes more dangerous. For example, when a match starts, since the opponent wouldn't carry any fatigue tokens at the bell the initial potency of the finisher would only be (0). If Fantastic Journey was hit at that no prior damage phase (and the opponent kicked out) one token would be added, building the new potency (on the next finisher roll) to (1). This would continue to carry forward with any event that triggers a token (ie. move - 3 leading to a pin attempt/kickout, chart Add 1 situation, custom house rule, etc) increasing the base as the opponent becomes more worn down with tokens. This reflects an endurance advantage...a byproduct of the superior conditioning that comes from training in the high altitude of the Ural Mountains! The deathjump option to use the fantastic voyage says just roll PIN without the added tokens. So in this case ignore the finisher rule and treat like a (0) finisher? If he misses it says to roll pin but does the reverse of the fantastic voyage ring true? Add Ozymov's pin tokens and roll pin or am I just reaching?
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Post by LWPD on Dec 3, 2010 6:09:16 GMT -5
The deathjump option to use the fantastic voyage says just roll PIN without the added tokens. So in this case ignore the finisher rule and treat like a (0) finisher? If he misses it says to roll pin but does the reverse of the fantastic voyage ring true? Add Ozymov's pin tokens and roll pin or am I just reaching? The deathjump version has the same rule as the finisher spot version, with the exception that it carries a hit/miss factor. In the event of a miss, its a normal roll for pin (without any additional token effect).
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