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The Fourth Freedom(OOC)


Ari

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So round 1:

King of Suits: Unharmed, 3HP

Crow: Unharmed, 2HP

Super-MAX Crusaders(x8): Unharmed-GM

Crusaders(x2): Unharmed-GM

Tenebrous: Unharmed, 3HP

Snare attempt against one of the MAX Crusaders. Attack roll: 21. Hits. DC19 Reflex save for the Crusader: 9. Failed.

Crow is up.

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Going for another one of the Super-MAX Crusaders, this is how!

Free Action: Activate Concealment, Crow vanishes from all Visual Senses.

Standard Action: Whip a Snare down to loop around a Crusader and drag him into the dark of the mists! In a spookity manner! All Out Attack (+5 Attack, -5 Defense), Power Attack (+5 Damage, -5 Attack) (1d20+14=18) DC 20 Reflex save from him if it hit.

Move Action: Leap down from the building, and yank backwards on the wire - pulling it up and over a lamppost and taking the Crusader with it.

And if it Binds him, activate Linked power to the Snare: Rune of Lightning. Electro-shock for DC 20 Fortitude save.

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That hits. DC20 Reflex roll: 6. Bound. DC20 Fortitude save: 14. Failed by 6, so Dazed and Bruised.

The other 6 Super-MAX Crusaders make their moves, 3 of them attacking the invisible figure of Crow, 2 leaping up onto the roof where King is and 1 running out of the fog.

First three attack rolls: 13, 25, 11. One of them attempts to counter the Concealment: 3. Missed. Other two rolls: 15, 21. Neither hit.

The Crusaders still inside...go back in, moving to call the White Knight so he can get there faster.

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The scene is set as follows: the alleyway and part of the streets around the Blanche Heights is filled with a fog that can only be seen through by Crow and his comrades. The alley is also filled with the unconscious bodies of most of the unpowered Crusaders, only two of which managed to not get caught up in the traps and have gone running to get the White Knight to hurry up and keep them all from getting owned.

Two of the Super-MAX'd up Crusaders have been wrapped up, one by Crow(who has been shocked unconscious and left dangling on a lamp post), and one by KoS. Three of the others have gone after Crow, two after King, and one has dashed into the clear to try and get a grip on the situation.

That clear it up?

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  • 3 weeks later...

Okay, so I'm actually going to try using a little-known form of Bluff called "Innuendo". Morgan is going to convey a secret message using Bluff to the King of Suits. DC for a Basic Message is 10, and since he has a +10 Bluff he would auto-pass; however, due to the whole 'thugs threatening over his head', he's going to have to take a Move Action and then a Standard Action.

Now comes a bit of a curious point of rules - Innuendo actually isn't covered in the core book under the Action penalty as stated for Trick, Feint, or Diversion, so it may not be subject to the -5 from that. However, after consultation with the Refs, it was stated thusly:

(00:24:41) Quinn: Is Innuendo subject to the same -5 rule as Feint, Trick, or Diversion? The wording in the core book doesn't cover it.

(00:25:26) Gizmo: If you're using it as a Move Action.

(00:25:47) Quinn: That's what I'm asking - it doesn't mention that in the Move Action coverage.

(00:25:52) Quinn: Err...

(00:25:58) Quinn: Drat, poor wording. One sec, copy-pasting.

(00:26:14) Quinn: “Action: A bluff normally takes at least a full round but can take longer if you try something elaborate. Using Bluff to feint or trick in combat is a standard action, as is using Bluff to create a diversion to hide. You can feint, trick, or create a diversion as a move action by taking a –5 penalty on your check.â€

(00:26:29) Fox: Innuendo is not really a combat action.

(00:26:39) Gizmo: That's true.

(00:27:08) Quinn: Ah - so it's covered under the Talking Is A Free Action rule, then.

(00:27:49) Quinn: Thank you!

(00:27:53) Fox: It's covered under Your GM Decides Whether or Not You Can Do What You're Attempting in Combat Time.

(00:29:44) Quinn: Fair enough. I'll post both possibilities in the OOC and Arichamus can say yay or nay.

Short form: Rolling it!

Innuendo roll! (1d20+5=10)...

That makes it a DC 10 Sense Motive check to get a general idea of what he wants King to do - and the thugs may make the same check to figure out precisely what that plan is as well. And if it's a Free Action without the -5...then it'd be the same thing. *sweatdrop*

Well, at least it's a good ruling for future people! Anyway - your decision which one stands, Ari. You da boss. Move Action to get atop a nearby building (thank you Teleport!), and then Standard Action to yell that.

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Super-MAX #1 will try to escape his bonds: 13. The coils are Injured.

Super-Maxers 3 and 5 will realize what's going on, and make move actions getting to the end of the Fog. They can't get out of it in this round, however.

The two fighting King of Suits cannot find him, one moving slightly closer, the other farther away. The one outside the Fog has no idea what's going on.

The one(#4) still trying to attack Crow will try and leap at him : 7. He just hits his hand really hard on the lamppost. EDIT: Bricks.

The two unpowered Crusaders call White Knight.

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Round 3

King of Suits: Unharmed, 3HP

Crow: Unharmed, 1HP

Super-MAX Crusaders(x7): Unharmed(6), Bruised(2, #3x1 and #5x1), Dazed(1) Bound(x2)-GM

Crusaders(x2): Unharmed.

King of Suits will attack #5, again with the Gauntlets, Sneak Attack!: 23. Hits, DC27 Toughness save: 20, so Bruised again, and Dazed. Then move out of the Fog with Speed!

Crow is up.

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  • 5 weeks later...

+1 Hero Point to Crow for that daring maneuver! 2HP remaining.

The Super-MAX Crusaders(x4) make their moves.

#1 tries to escape, Attacks the Snare: 24. Manages to get a hit in. DC23 Toughness save for it: 9. Broken asunder!

#3 leaps after King of Suits, and makes an Attack against him: 17. Miss!

#7 throws a dumpster at Crow: 23. Hits. DC23 Toughness save, if you please. EDIT: anti-Concealment roll: 18. Success.

#8 runs off further away.

Round 4.

King of Suits: Unharmed, 3HP

Crow: Unharmed, 2HP

Super-MAX Crusaders(x4): 3 Unharmed, 1 Bruised(x1)

A New Challenger begins to Approach: 17.

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  • 2 weeks later...

Alright, opposing Grapple roll: 31. Darn it.

#1 Moves over to KoS and swings fists at him: 25. Hits. DC23 Toughness save: 27. Surprising.

#7 Moves into the alleyway, and goes into Defense Mode.

#8 leaves the battle.

White Knight arrives next round!

Round 5.

King of Suits: Unharmed, 3HP

Crow: Unharmed, 1HP

Super-MAX Crusaders(x2): 1 Unharmed, 1 Bruised(x1)

KoS attacks the Crusader #1 with fists of justice: 25. Hits, DC19 Toughness save: 12. He is down.

Crow is up!

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Crow took 10 to hit the Minion, Power Attacking +5 to make the DC of his next attack 32, which the Crusader could not beat.

All Super-MAX Crusaders down, now for White Knight. From the air, he arrives, casting fire upon the King of Suits for a Visual Dazzle. Attack roll: 24. misses.

Round 6

King of Suits: Unharmed, 3HP

Crow: Unharmed, 1HP

White Knight: Unharmed-GM

KoS is up, and he throws a Snare at White Knight, then moves into partial cover behind a corner of the wall. Attack roll: 18. Reroll!(2HP): 18. +10 makes it 28, hits. DC19 Reflex save: 24. Whoa.

Crow is up!

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  • 2 weeks later...

Crow's gonna try the same trick, but this time with a fistful o' loitnin' to back his play. Teleports behind the White Knight, and since the Snare is Subtle our kind and generous and lovable GM has granted a Surprise Attack! :D

Snare + Electro-shock; let's see how it goes. Snare! (1d20+14=21) If that hits, DC 16 Reflex save to avoid being entangled, and DC 16 Fortitude save to avoid being damaged by the torrent of electricity that floods down the wires as he evades.

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