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Triple Murder in Riderside, Rebooted [OOC]


Dr Archeville

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Posted

You can take one move or one standard action in the surprise round. Charge is a full round action. If you want to charge, you'll have to use Extra Effort to surge.

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Posted

Can I use this option:

During the surprise round you can use the charge

action, but you are only allowed to move up to your

speed (instead of up to twice your speed). This is also

true in other cases where you are limited to a single attack or

move action per round.

Posted

Surprise Round Recap

    [*:3ej50o5g]Fox shoots at Scarab. He hits, and she is Bruised.
    [*:3ej50o5g]Avenger Startles the Baddies. Fox is startled, Concealed Thing cannot be Startled, Shark is startled, Vulture is startled.
    [*:3ej50o5g]Scarab is surprised.
    [*:3ej50o5g]Slamdance charges Shark, hits and gives him a Bruise.
    [*:3ej50o5g]Concealed Thing -- now no longer Concealed -- emerges from its hiding spot.
    [*:3ej50o5g]Shark summons a Sky-Remora that attacks Slamdance. It hits; need a DC 15 Will save.
    [*:3ej50o5g]Vulture screeches. DC 20 Reflex save from Scarab (as Slamdance is well out of range). If you fail, DC 20 Fort save; if you pass, DC 15 Fort save, vs. a Stun effect (fail and you're dazed; fail by 5+, you're stunned, fail by 10+, you're KO'd). (To the lifeless Avenger, it's like being at a loud punk concert -- irritating but not damaging.) If Scarab is stunned or KO'd by it, she gets an HP for the setback.

Round 1

Initiatives - Character - Condition - HPs

23+ - Fox - Undamaged

23- - Avenger - Undamaged - 1 HP

18 - Scarab - Bruise x1 - 3 HP

17 - Slamdance - Undamaged (?) - 2 HP

16 - Hellwasps - Undamaged

15 - Shark (and Sky-Remora) - Bruise x1

7 - Vulture - Undamaged

Fox shoots at Scarab again. If she was not stunned by Vulture's shriek, he misses. If she was stunned (failed the Fort save by 5+), he hits, and she needs to make another DC 18 Fort save (but you also get an HP).

Posted

Reflex Save (DC20): 18. Failed. The Scarab takes full effect from the Area attack.

Fortitude Save (DC20): 19. Failed by 1. The Scarab would be Dazed by that result. She will spend a HP to re-roll the save. She gets a 24. Much better. She has 2 HP left.

Fox misses, since she isn't Stunned.

Posted

The Scarab uses her Telekinesis to initiate a Disarm attempt against Fox.

Attack Roll: 14. I seriously doubt that hits. She'll spend another HP to re-roll. She gets 30. NATURAL 20!

Do Disarm attempts get Critical Hits? Does she get +5 to the opposed Strength check?

Opposed STR Check: 26.

Posted

Oh, and if The Scarab wins the opposed STR check, she uses her Move Action to bring the gun to her.

The way this dialogue is going, maybe I should buy up The Scarab's Bluff score and pick up Taunt. :D

Posted

Is this use of Scarab's TK subtle?

I'll say that, yes, a crit does give a +5 bonus on the roll to Disarm. Which makes Scarab's opposed Str check 31. Which Fox cannot beat.

Slamdance? Need a Will save, then your actions.

Posted

Sorry, just got up and online.

Slamdance rolled a 20 will save, so he succeeded.

So...

Slamdance is going to attempt to overrun the Fox since it looks like Avenger has a handle on Vulture. He tricks as part of a move action which makes it +1 and he gets a ... 10, which probably didn't succeed.

A) If the Fox decideds to avoid Slamdance, he move as far as he can, preferably 250ft+, in a straight line from the Shark to set up for a slam.

B) If Fox blocks, Slamdance gets a 21 to hit and a... Arrgh, 1 on the roll for opposed trip for a total of 3. If Fox takes this route, Slamdance will burn a hero point to reroll... for an 8. And I was going to use that hero point. :cry:

Posted

What exactly are you trying to trick Fox into doing?

A Hero Point-fueled re-roll adds 10 to any die result less than 11. So the 6 you rolled is actually a 16, so you got an 18 total. :)

Posted

Is this use of Scarab's TK subtle?

Yes. But once the gun starts floating toward her and into her hand, the source of the effect will become more obvious.

Posted

Obviously, yes. I was just wondering if you were going with "invisible TK" or "Golden Glowing Hands of Justice!"

Invisible TK.

Posted

What exactly are you trying to trick Fox into doing?

A Hero Point-fueled re-roll adds 10 to any die result less than 11. So the 6 you rolled is actually a 16, so you got an 18 total. :)

Basically, he's using his blazing speed and a little bit of head/eye movement to keep the direction he's going to hit Fox, thereby getting the drop - surprise - on him, if Fox doesn't avoid.

D'oh, forgot about that.

Posted

That sounds more like a Feint, then, not a Trick.

Feint: You can use Bluff to mislead an opponent in combat so he can’t avoid your attacks as effectively. If your Bluff check succeeds, the next attack you make against the target is considered a surprise attack (see page 153).

Trick: You can use Bluff to mislead an opponent into taking a potentially unwise action, such as trying to hit you while you are standing in front of an electrical junction box or at the edge of a precipice. If your Bluff check succeeds, your opponent is heedless of the potential danger and may hit the junction box or lose his balance and fall, if his attack against you fails. (On the other hand, if the attack succeeds, it might slam you into the junction box or send you flying off the edge.)

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.

Not that it matters either way, since he has a high enough Sense Motive modifier that he can't fail to beat Slamdance's 10. So he knows you're planning to eventually slam into Shark.

He's going to try and block/trip you. The 21 does hit him. You can use your Str or Dex modifier on a Trip attack, so if you use your Dex mod you have a total of 20 on the actual Trip check. He beats it with a 23, and will react immediately to try and trip you. Only got a 14 that time. Make a Str or Dex check, or an Acrobatics check. If you meet or beat the 14, you stop directly in front of Fox; if you get 13 or less, you fall prone in front of Fox.

Posted

Round 1 Recap

    [*:2ewrg8we]Fox tried to shoot at Scarab again, but missed, as she was not stunned by Vulture's shriek.
    [*:2ewrg8we]Avenger grapples Vulture and twists, but Vulture scoffs at the atomic wedgies!
    [*:2ewrg8we]Scarab telekinetically yanks Fox's freeze-rifle away.
    [*:2ewrg8we]Slamdance runs back into the fray but is clotheslined by Fox.
    [*:2ewrg8we]The Hellwasp swarm descends upon Avenger... but their stings don't actually do anything to him.
    [*:2ewrg8we]Shark dismisses his Sky-Remora and summons ten other Sharks.
    [*:2ewrg8we]Vulture, upset that Phase 1 of his particular plan failed utterly [since he had no idea Avenger's an undead monster], tries to wriggle out of Avenger's grasp. And rolls so low Avenger can't not beat him.

Begin Round 2

Initiatives - Character - Condition - HPs

23+ - Fox - Undamaged

23- - Avenger - Undamaged - 1 HP

18 - Scarab - Bruise x1 - 2 HP

17 - Slamdance - Undamaged but prone - 1 HP

16 - Hellwasps - Undamaged

15 - Shark (and 10 Sub-Sharks) - Bruise x1

7 - Vulture - Undamaged

Fox activates the Conscious Mind Control function of his Cerebral Dampener, using it on Scarab (after using a Free Action to banter). He got a 16 on the Mind Control roll, but I'm fiating (so Scarab gets one more HP, bringing her to 3 now) to re-roll, for a 21. Move action to issue command (as he's assuming it works on her).

Posted

Will Save: 24. Mess with The Best, die like The Rest. :D

That's exactly what I figured would happen. ;)

Avenger is using a full +5 Power Attack on Vulture for non-lethal damage.

Ouch! So... +12 damage (DC 27), right?


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