Brown Dynamite Posted September 24, 2013 Posted September 24, 2013 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.
trollthumper Posted September 30, 2013 Author Posted September 30, 2013 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.
Supercape Posted October 1, 2013 Posted October 1, 2013 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!
trollthumper Posted October 7, 2013 Author Posted October 7, 2013 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.
Supercape Posted October 8, 2013 Posted October 8, 2013 Not bloody mess? (although he is still supporting the guy I suppose!)
trollthumper Posted October 9, 2013 Author Posted October 9, 2013 Bah. Bloody Mess goes next. My bad.
Supercape Posted October 9, 2013 Posted October 9, 2013 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.
trollthumper Posted October 11, 2013 Author Posted October 11, 2013 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.
Tiffany Korta Posted October 15, 2013 Posted October 15, 2013 Now that Revenant has a hold on the rope she'll attempt to break the rope itself.
trollthumper Posted October 19, 2013 Author Posted October 19, 2013 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.
Brown Dynamite Posted November 7, 2013 Posted November 7, 2013 With the torch burnt out. Ah hyuck. Foreshadow will follow Cannonade's example helping by striking at he rope. Switching to his Escrima Sticks and opting to Power Attack the rope. -2/+2 Missing with a 13.
trollthumper Posted November 8, 2013 Author Posted November 8, 2013 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.
Brown Dynamite Posted November 8, 2013 Posted November 8, 2013 (edited) Ohp goody. Thought it was a miss living rope and all. Edited November 8, 2013 by HG Morrison
Supercape Posted November 8, 2013 Posted November 8, 2013 Right Hound is going to pound back into the Chevvy. Wait! No hands! Morphing back into Human form, and brooming off after the Mess and the Hangman.
trollthumper Posted November 13, 2013 Author Posted November 13, 2013 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.
Supercape Posted November 13, 2013 Posted November 13, 2013 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.
Supercape Posted November 14, 2013 Posted November 14, 2013 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!
trollthumper Posted November 16, 2013 Author Posted November 16, 2013 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.
Tiffany Korta Posted November 16, 2013 Posted November 16, 2013 Like I said in IC she'll continue to try to break the rope whilst seeing if we can coordinate out efforts.
trollthumper Posted November 19, 2013 Author Posted November 19, 2013 That's a DC27 TOU save, and the Noose snaps! Alvarez is now tumbling to the ground, but someone should be able to catch him as a Free Action. The Hound is up next.
Supercape Posted November 22, 2013 Posted November 22, 2013 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.
trollthumper Posted November 23, 2013 Author Posted November 23, 2013 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.
Supercape Posted November 23, 2013 Posted November 23, 2013 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
trollthumper Posted November 24, 2013 Author Posted November 24, 2013 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.
Tiffany Korta Posted November 24, 2013 Posted November 24, 2013 For now she'll just move to the bottom of the building and gather her senses.
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