conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: ArenaManager: Arena Tournament, Round 97:  Sparky  vs.  Corporal Rollins    
   Map:  
   Spoiler 
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   Sparky  - theterran
   Corporal Rollins  - RandomAction
  
   All Combatants, please roll initiative and declare final purchases, if any 
conversations.from: human
conversations.value: theterran: Initiative  - (d20+4)[ 7 ] 
  
  Purchases:Powerstone of Inertial Armor, plus anything reactionary.
conversations.from: human
conversations.value: RandomAction: Interesting build, Terran.
  
  Rollins Ini:  (1d20+4)[ 23 ] 
  
  I will go with no purchases, but reserve right to reactionaies.
conversations.from: human
conversations.value: theterran: Looks like you're up first.
conversations.from: human
conversations.value: RandomAction: Alright, here we go.
  
   Rollins,R-1: 
  Refs/LoS: 
   Spoiler 
  
  Start in M-25 holding both light hammers in one hand.
  Activate Travel Devotion - swift.
  Open the door - move.
  Move to K-18 - move.
   
  
  
  End turn.
  
  Stats: 
   Spoiler 
  
  Location: K-18 formerly M-25
  Travel Devotion: 10/10
  Hp: 9/9
  AC: 18(4armor+4dex); T-14; F-14
  Saves: F+2/R+6/W+1
  Listen/Spot: +5/+5
   
conversations.from: human
conversations.value: theterran: Sparky - Round 1 
  
  LoS
   
   Spoiler 
  
  Starting in M2, I will manifest Inertial Armor off of the powerstone, then drop it and open the doors.
   
  
   Done 
  
  Stats:
   
   Spoiler 
  
  Location: M2
  HP: 5/5
  AC: 19
  PP: 9/9
   
conversations.from: human
conversations.value: RandomAction: Rollins,R2: 
  Refs/LoS: 
   Spoiler 
  
  Activate Law devotion(AC) - swift.
  Juggle hammers until one is in each hand - free.
  Double move at half speed to I-13 while trying to hide - move.
  Hide:  (1d20+9)[ 13 ] 
   
  
  
  End turn.
  
   Stats:  
   Spoiler 
  Location: I-13 formerly K-18
  Travel Devotion: 9/10
  Law Devotion: 10/10
  Hp: 9/9
  AC: 18(4armor+4dex); T-14; F-14
  Saves: F+2/R+6/W+1
  Listen/Spot: +5/+5
   
conversations.from: human
conversations.value: candycorn: Ref Candycorn 
  
  LOS!
  
  Refs: 
   Spoiler 
  Blah
   
  
  
  @Sparky: 
   Spoiler 
  No LOS.  Opponent's doors are open.
   
  
  
  @Corporal Rollins: 
   Spoiler 
  No LOS.  Opponent's doors open on his turn.  Does this change your Turn 2?
   
  
  
  Wait one, need a question answered.
conversations.from: human
conversations.value: RandomAction: @Refs: 
   Spoiler 
  
  No, doesn't change a thing.
   
conversations.from: human
conversations.value: theterran: So am I good to take my turn?
conversations.from: human
conversations.value: Sallera: Refs: 
   Spoiler 
  Nyar.
   
  
  
  Rollins: 
   Spoiler 
  I13 is a pillar, but when you reach J15, you see Sparky in M2, holding nothing.  There is a power stone on the ground in M2.  You may revise your turn from this point.
   
  
  
  Sparky: 
   Spoiler 
  No LoS.
   
  
  
  Rollins still.
conversations.from: human
conversations.value: RandomAction: Refs 
   Spoiler 
  
  Eeek! Sorry about that, end move in H-13. I was trying to circle to the west of the altar. No other changes.
   
conversations.from: human
conversations.value: Sallera: Refs: 
   Spoiler 
  Nyar.
   
  
  
  Rollins: 
   Spoiler 
  Sparky is in M2.
   
  
  
  Sparky: 
   Spoiler 
  No LoS.
   
  
  
  Sparky's turn.
conversations.from: human
conversations.value: theterran: Sparky - Round 2 
  
  LoS:
   
   Spoiler 
  
  Move to J6, draw Loaded Xbow.
   
  
   Done. 
  
  Stats:
   
   Spoiler 
  
  Location: J6
  HP: 5/5
  AC: 19
  PP: 9/9
   
conversations.from: human
conversations.value: RandomAction: Rollins,R-3: 
  Refs/LoS: 
   Spoiler 
  
  Switch Law devotion bonus to Attack - free.
  Activate Travel devotion Move to J-8 - swift.
   
  
  
  Sparky sees Rollins moving from the south ending in J-8 - swift.
  Dual hammer toss @ Sparky - full round.
  Attack 1: (1d20+6)[ 25 ] 
  Damage: [roll]1d4+2[/rol] L hammer + (1d6)[ 4 ]  skirmish.
  Attack 2: (1d20+6)[ 21 ] 
  Damage: [roll]1d4+1[/rol] L hammer + (1d6)[ 3 ]  skirmish.
  Switch devotion back to AC - free.
  
  End turn, cringe in retalliation.
  
  Stats: 
   Spoiler 
  
  Location: J-8 formerly H-13
  Travel Devotion: 8/10
  Law Devotion: 9/10
  Hp: 9/9
  AC: 18(4armor+4dex); T-14; F-14
  Saves: F+2/R+6/W+1
  Listen/Spot: +5/+5
   
conversations.from: human
conversations.value: RandomAction: Well crud, damage rerolls.
  
  #1 Damage:  (1d4+2)[ 5 ] 
  
  #2 Damage:  (1d4+1)[ 4 ] 
  
  
  If those were hits, then since we will need a tie breaker I will go ahead and forfiet the next bout and take a second place finish. The Corporal is ready to level and I am itching to get him his fire-arms training.
  
  Unless you want to fight it out, than it's no problem either way?
conversations.from: human
conversations.value: theterran: Ouch, I'm indeed down... and sounds good to me...so we both level! 🙂
conversations.from: human
conversations.value: RandomAction: Great!
  
  So unless a Ref states different, I will go ahead abe be updating Corporal Rollins for Level 2 play.
conversations.from: human
conversations.value: Sallera: High Ref Sallera  
   Rollins takes victory and quits while he's ahead. 
conversations.from: human
conversations.value: theterran: So, for clarification, I get the 1st place bonus...right? (Just making sure I get the clerical part right)
conversations.from: human
conversations.value: Sallera: Correct, Sparky receives winnings for the forfeited match and the 1st place rewards, and Rollins receives the 2nd place reward.
conversations.from: human
conversations.value: RandomAction: Yep!
  
  So Rollins is finished, waiting in Recruitment. He now is packing pistols, so maybe he will be the first  sucessful  firearms user in the arena. Just hope I don't end up shooting myself in the foot for it though. 😁