Happyfunball
Outlaw

Posts: 74
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« Reply #45 on: June 19, 2009, 07:56:15 am » |
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Another rules question:
In that first exchange of fire with the Heavy, could I have used a Luck point to make that roll of 4, a roll of 4+3=7, thus making the X-Roll 7, and the 2X-damage 14S, for a total of 30S?
Or does it only affect Target Numbers?
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BerkaZerka
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« Reply #46 on: June 19, 2009, 10:42:15 am » |
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Okay, now I've got some combat questions here. I assume that if he gets initiative, it's a coup de grace attack. You wouldn't be checking damage, you'd be checking the cost of the cleaning bill, right? Yes, but that’s why Surge Points and Interrupting someone else’s Actions are so nice  If I get initiative somehow, which is looking pretty doubtful, what are the rules on called shots? I'm thinking sword arm, to make him drop the thing. A thumper round to the arm is going to cause a wicked funny bone. See next postBZ
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BerkaZerka
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« Reply #47 on: June 19, 2009, 10:53:38 am » |
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Special Attacks
Called Shots
Aiming an Attack Aiming takes one Action and gives a +2 bonus to an Attack Action that directly follows, or allows a Called Shot to be taken instead.
Called Shots Called Shots take an Aiming Action to line up (without the +2 bonus) and an Attack Action to execute.
Headshot MTN 10 Attack roll; A Headshot allows damage to go directly to Wound Points, although Armor still provides protection (unless the helmet is off for some reason).
Handshot MTN 10 Attack roll; A Handshot causes normal damage and temporarily imbues the One Arm Flaw until healed (weapons or objects carried in the targeted hand are dropped immediately on a successful Handshot).
Legshot MTN 10 Attack roll; A Legshot causes normal damage and temporarily imbues the Bum Leg Flaw, until healed. The target of a successful Legshot must also make a Fortitude Save or be knocked Prone.
Other MTN 10 Attack roll; Other called shots might include cutting a rope or chain with a single shot, picking a grenade off an opponent’s bandoleer, or trick shots such as shooting the center out of a flipped playing card. Note that any Called Shots that target an object held or carried by a person can be opposed with that person’s Defense Actions.
Coup de Grace
A Full Round Action (Close Quarter Combat attack) may be taken to perform a Coup de Grace on a Dying or Helpless character. Since a Dying or Helpless character cannot move or Defend, no Attack roll is needed and the Coup de Grace automatically kills the target at the end of the round (unless a Luck Point is used for the Escape Death option, to be left for dead).
BZ
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BerkaZerka
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« Reply #48 on: June 19, 2009, 10:58:48 am » |
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Got it now. I misread your last post.
I activate the safety on the rifle, then place it next to the fallen guard.
I quietly set up a rappel line out of sight of the doorway (which I should still have since it was part of the initial plan, right?), drop down to the main floor as stealthily as I can and prepare the riot gun, trying to get a line of sight on the open doorway without being seen.
I keenly watch Hank for any more signals. I'm still looking to make that called shot to the arm if I can.
From a rules point of view, it might be time to blow a few luck points on that shot?
Sounds good, I’ll incorporate it into my next post. As for getting a shot, Phillipe will have to get a line of sight on the Syndicate Luitenant first, which could be before initiative is rolled – depending on how long Hank can stall him… And Luck points almost never hurt  BZ
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BerkaZerka
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« Reply #49 on: June 19, 2009, 11:05:16 am » |
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Another rules question:
In that first exchange of fire with the Heavy, could I have used a Luck point to make that roll of 4, a roll of 4+3=7, thus making the X-Roll 7, and the 2X-damage 14S, for a total of 30S?
Or does it only affect Target Numbers?
Good question – Bonuses and Penalties only effect the actual TN, not the die roll. Of course there are exceptions to this, such as the metagaming-type abilities of Feng-Shi, which do actually manipulate the die roll. So in you above sample, no. But sometimes tweaking the TN after you roll can result in a success you otherwise would not of had, or even a Crit. BZ
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Happyfunball
Outlaw

Posts: 74
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« Reply #50 on: June 19, 2009, 11:29:50 pm » |
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After the final anti-heroic flourish (if you have no more surprises in store, mwahahahaha) we split like Ike and Tina Turner, and return the girl to her father. We stay alert for any possible threat on our way to the car. Hank helps the girl get out, and I run point for him to make sure he can protect her. I do not leave a card on the doorway goon, as he was all Hank's work.  I don't know if you've read Watchmen, but the Comedian had this little problem with his heroic and violent tendencies warring at one another, and I've endowed the "Unknown Comic" with the same tortured psyche. The last (?) combat segment was well run, BZ. Very cool.
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Warning: Pregnant women, the elderly and children under 10 should avoid prolonged exposure to Happy Fun Ball.
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BerkaZerka
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« Reply #51 on: June 20, 2009, 11:12:11 am » |
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Well, that’s it for the Test Spin, thanks for playing  I like the persona that you developed for your character – cool and conflicted. Let me know if you have any more questions  BZ
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Happyfunball
Outlaw

Posts: 74
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« Reply #52 on: June 21, 2009, 11:44:57 am » |
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I have publicized the "Adventure Start's Here" thread on my Facebook page, so we might get some traffic coming in.
I'm also going to publicize it on Heroic Cthulhu.
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BerkaZerka
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« Reply #53 on: June 21, 2009, 02:38:25 pm » |
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That's pretty cool - I'm also hoping that Origins and GenCon will really help BHB take off  BZ
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BerkaZerka
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« Reply #54 on: June 21, 2009, 02:40:10 pm » |
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If you can make it out to GenCon 2009, I'd be happy to let you in on one of my games with a generic. Most were sold out at six seats, but I can squeeze a seventh in there if I have too. After your teat spin here, it would be my pleasure to game face-to-face with you  BZ
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