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Forceful Ops [OOC]


Dr Archeville

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* I think I need to explain the attacks I make.

That was just a normal haymaker. But what is devastating is where he planted the punch. The temple is the most vulnerable and weakest spot on the head.

An average sized human can throw a punch in 1/3 of a second, at a speed of 30 km/hour. Resulting in 200 kg by a combination of force and speed, anyone can be knocked out from such a punch.

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It's probably not actually connecting to his temple, at least not as fully as he'd like. If it'd been a crit, sure, that's what a crit is, a solid hit to a particularly vulnerable spot... but this wasn't (despite the Spartan's Improved Crit 2).

It did definitely hit, though.

Also, the "jump up" is meant to be an Acrobatic Feint, yes?

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  • 2 weeks later...

End of Round Recap

Characters & Conditions

Arrowhawk (Ecalsneerg) -- Full Health -- 0 HP

Hub (Heridfel) -- Full Health -- 1 HP

Nightrival (Shadowboxer) -- Full Health -- 3 HP

Red Star (Geez3r) -- Full Health -- 0 HP

Shade (Tahotai) -- Full Health (need grapple check) -- 1 HP

The Spartan (Bendisgeidfran ["Bran"]) -- Bruise x1 -- 1 HP

Initiative Orders & Locations

22.5 - Hub (behind a movie display in the shoppe, watching)

22 - Nightrival (near counter)

19 - Arrowhawk (out front, directly in front of shoppe, shooting at Smash)

17 - Red Star (back of shoppe, in melee with Grab)

15 - Shade (just inside shoppe, blasting Grab)

13 - Grab (at front of shoppe, grappling going for Shade and Red Star)

12 - Smash (bruise x2, staggered, fatigued; in back of shoppe)

10 - Assorted Bystanders (clerk + 2 patrons; Clerk is next to Grab, patrons near front window)

9 - The Spartan (back of shoppe, in melee with Smash)

Grab cannot make the check needed to counter Nightrival's Acrobatic Bluff (at best she'd fall shy by six points), so I didn't even both rolling. However, even flat-footed, his roll was not good enough to hit her.

Conversely, Smash's intimidate modifier is so high that he cannot fail to counter Arrowhawk's demoralization attempt (natural 1s only auto-fail for attack rolls).

Spartan's acrobatic bluff vs. Smash is also un-beatable, as with Nightrival's acrobatic bluff vs. Grab. But, Smash rolled very well on his Toughness save.

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  • 2 weeks later...

End of Round Recap

Characters & Conditions

Arrowhawk (Ecalsneerg) -- Full Health -- 0 HP

Hub (Heridfel) -- Full Health -- 1 HP

Nightrival (Shadowboxer) -- Full Health -- 3 HP

Red Star (Geez3r) -- Full Health -- 0 HP

Shade (Tahotai) -- Full Health (need grapple check) -- 1 HP

The Spartan (Bendisgeidfran ["Bran"]) -- Bruise x1 -- 1 HP

Initiative Orders & Locations

22.5 - Hub (behind a movie display in the shoppe, watching)

22 - Nightrival (near counter?)

19 - Arrowhawk (out front, directly in front of shoppe, aiming at Smash)

17 - Red Star (back of shoppe)

15 - Shade (---)

13 - Grab (bouncing away across the street)

10 - Assorted Bystanders (clerk + 2 patrons; Clerk is next to Grab, patrons near front window)

9 - The Spartan (back of shoppe, in melee with Smash)

8 - Smash (bruise x2, staggered, fatigued; in back of shoppe)

Shadowboxer, you've taken too many actions: acrobatic bluffing was a move action, attacking was a standard action. To move away you'd need to spend a Hero Point for a surge. And since there are no Attacks of Opportunity in M&M, you don't need to make an Acrobatics check to safely move past someone.

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