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Friday, November 07, 2003

Bluebottle vs Squirrel!

The method: Combatants have a natural AC of 3, which Defense is added to in order to find the effective AC. Each combatant gets one attack per round, the effectiveness ("Attack Rating", or "AR") of which is found using: 1d6+ATT. If the AR is higher than the effective AC of the opponent then a hit is made. Best of three rounds wins.

The outcome:
Round One:Bluebottle's cyber arms score a solid HIT (5+2 = 7 AR) on Squirrel (3 AC) - Squirrel fights back but the blow (3+0 = 3 AR) merely glances off Bluebottle's armour (3 AC) : Round goes to Bluebottle.
Round Two:Bluebottle again goes on the offensive, scoring another thumping blow (3+2 = 5 AR) to Squirrel's unprotected midsection (3 AC) - Squirrel saves some face by gnawing tenaciously (4+0 = 4 AR) on Bluebottle's extended forearm (3 AC) : Round is a Draw.
Round Three:Bluebottle seems to have been shaken by that vicious gnawing, as he swings blindly, missing (1+2 = 3 AR) Squirrel completely (3 AC) - Squirrel sees this as his big opening and dashes in to attack Bluebottle's overextended frame, but unfortunately (2+0 = 2 AR) hits a hard spot in Bluebottle's armour (3 AC) and only succeeds in jarring his fist : Round is a Draw.

Bluebottle is victorious!

Life force is transfered, but Bluebottle is awarded no Int bonus this time seeing as he was the stronger combatant.