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Your Day In Court [OOC]


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Posted

I've heard of the gallows jig but not the hemp fandango.  So first off thanks for the new colorful phrase.

 

Not a dramatic enough moment to say throw a disc to try and break the incredibly tough noose then use the grapnel line to swing and catch Alvarez.  And yet it is my first instinct.

 

So fighting that instinct and not doing that.  After he finishes scaling the building, Foreshadow will stunt for an extra point in the equipment feat and 5 equipment points to have a cutting torch Corrosion 1(Precise) [5EP] on him to try and weaken the noose with.

 

Let's see I'm forgetting the rules on stunting and equipment.  But I believe since it's not a stunt of the utility belt it counts as a heroic stunt and not a power stunt to gain the extra feat point so only lasts for the round and burns the hp correct me if I'm wrong.  Not exactly ideal, but torches gotta torch.

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Posted

That will work. LEt's see what happens with the noose. That's a DC11 FORT and DC16 TOU for the noose. As an object, it has no FORT, and since it doesn't have much of a REF, I'll say the Drain works. But the noose holds. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Unharmed, 0 HP

 

The Hound is up next. 

Posted

Ok, so the Hound isn't going to be much use getting up to that noose, but he will see if he can pick up a scent and track it in his dog form. 

 

With A Notice skill of +13 he cant really fail the basic DC of 10 but I will roll anyway in case there is any issue - like him swinging above ground level: 1d20+13=20

 

Of course he cant match the speed, but hey ho, you never know!

Posted

That's definitely enough to pick up a scent trail. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Unharmed, 0 HP

 

Hangman keeps moving, while Cannonade once again strikes at the rope, Power Attacking for -5/+5 this time. He hits, necessitating a DC31 TOU save for the rope. At least it tears a little

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x1, 0 HP

 

Alvarez continues to choke, and the Noose tightens, but not so fast this time. Top of the round, and Revenant is up next. 

Posted

Ok So Mess will Boost himself as a standard Action, 

 

And then bound away after the Hangman as a move action! He will have Speed 6 (4400 ft / rnd or 500mph) and wall crawling 3 for that. 

Posted

All right. Hangman has two rounds movement, and Bloody Mess brings it down to one. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x1, 0 HP

 

Revenant is up next. 

Posted

The Noose takes another Injury

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x2, 0 HP

 

Foreshadow is up next. 

  • 3 weeks later...
Posted

The rope's an inanimate object, so that hits. The Noose weakens.

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x3, 0 HP

 

The Hound is up next. 

Posted

HG - Well, it's animate, but it's not exactly moving. Its range of motion is limited to "constricting."

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x3, 0 HP

 

Hangman's up next, and keeps moving for this round. Cannonade, meanwhile, attempts once more to crack that rope with a -5/+5 Power Attack. That'll hit, requiring a DC31 Toughness save. It lands a 29, which means it's Injured. Again.

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x4, 0 HP

 

Alvarez chokes as the Noose tightens. Four rounds until he dies. Bloody Mess is up next. 

Posted

So Mess is bounding after the hangman - does he see where he is? and how far away if so? the Mess is currently at full boost so speed 6 (500mph/4400' rnd) and Leaping 6 (Running Jump 1800'), plus in alternate form so has wall crawling 3 and slithering - i.e. pretty mobile and fast. 

Posted

RIght after chat with TT, Mess will do a full on charge at the Hangman. 

 

As per house rules, an attack at +2 bonus and a -2 Defence penalty. However, Ill shift those back by defensive attacking at -2/+2, so no net change. 

 

As he is in Liquid (Blood form) Attack is +12, Damage is +8

 

1d20+12=20 for the attack. Close I guess, one way or the other. If it hits, its a DC 23 Toughness save and a lot of blood!

Posted

As Hangman's Defense DC is 23, it will miss. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

Noose: 0, Injured x4, 0 HP

 

Revenant is up next. 

Posted

Sorry for delay, Hound is just going to put pedal to metal and try and catch up with the Mess and the Hangman. 

 

I'll throw a drive roll to see how he gets through traffic. He isn't going completely wild and reckless but taking a few risks and corners, I'll say he is going for DC 15 difficulty (whatever you think that gets him, Id guess its nothing spectacular but weaving through traffic and mounting a few curbs?)

 

1d20+6=17 he makes it. 

 

I doubt he can get there in time so full round doing that. 

Posted

Yeah, that works. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

 

Hangman delivers a blow to Bloody Mess. It hits, for DC28 TOU. He then takes his Move Action to swing another movement unit away.

 

Cannonade, meanwhile, catches Alvarez and pulls the sundered noose off. Alvarez wisely sits on the nearest abutment, while trying to crawl in a window. Top of the round, and Bloody Mess is up next. 

Posted

1d20+10=22 which is a bruise and a daze. 

 

If that is a fist / bludgeoning damage then I guess his immunity kicks in, to make that 1/2 effect (Damage 13, rounded up Damage 6, or DC 21 effect) So ill let you call that / fiat that whatever! because the Mess might be dazed, or may just shake that off! (He is build to take fists!)

 

If he can act, he will try a feint as a move action:

 

1d20+5=9 which is unlikely to succeed

 

And another punch, unshifted this time

 

1d20+12=20 I guess that misses, but if it does connect its DC 23 Toughness

Posted

I'll say it's Bludgeoning damage, which means it's just DC22, which means Bloody Mess is Unharmed. The Feint fails, and the blow misses. 

 

Bloody Mess: 25, Unharmed, 1 HP

Revenant: 22, Unharmed, 0 HP

Foreshadow: 21, Unharmed, 0 HP

The Hound: 21, Unharmed, 0 HP

Hangman: 13, Unharmed, 0 HP

Cannonade: 6, Unharmed, 3 HP

Alvarez: 1, Unharmed, 0 HP

 

Revenant is up next. 


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