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d100 Chase Complications
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<blockquote data-quote="Warehouse23" data-source="post: 2427141" data-attributes="member: 27941"><p>Leap-frogging with GlassJaw:</p><p> </p><p> Obstacle: Train top</p><p>Chase Type: Transitional (foot-train, horse-train, car-train, aerial-train)</p><p>Description: The prey has leapt aboard a speeding train/monorail/lightning-rail and is racing towards the engine!</p><p>Rules: Either a jump or climb check to get aboard (depending on how the predator is boarding the train, and the availability of hand-holds, ladders, etc.)</p><p>Hazards: (By car)</p><p></p><p>* Sloped roof (Passenger cars, tanker cars): Any time a damaging attack affects a PC or NPC, they must make a DC5 balance check to remain atop the car (modifiers for wet surfaces, speed, turns, etc.)</p><p></p><p>* Dangerous Cargo (Box cars): Something or someone inside the train is VERY upset. The creature (GM's discretion) makes a blind attack up through the train car roof surface at a random square once per round (think Indiana Jones and the Last Crusade). Creatures can be animals, gun-toting locos, etc. </p><p></p><p>* Coal Dust (Coal/Fuel car): There's a lot of something volitile in this car. Fire, flame, or energy based attacks have the risk of starting a conflagration dealing 6d6 damage to everyone in/on the car whenever one of these attacks misses its intended target (GM sets the chances)</p><p></p><p>* Tunnel! (Any car): The train is entering a tunnel! Duck! Anyone on the train top surface must make a DC15 reflex save or suffer 4d6 bludgeoning damage and appropriate fall damage as they are forced off of the train top. </p><p></p><p>* Coal chute (any car): A swinging object such as a coal chute, mail-bag-dropper, or water hose is hanging over the path of the train. Anyone succeeding in a melee touch attack against the object (AC10) can immediately swing around to a position further back along the train surface. The distance travelled is twice the length of the object's arm (10' and 15' arms are common). A DC15 tumble check, DC10 jump check, or DC20 balance check is required to land safely. </p><p></p><p>* So long, suckers! (any car): Jumping down between cars (DC10 jump or DC10 tumble), a character can attempt to seperate two cars. This requires a DC15 strength check for mechanically linked cars (e.g., linked with a pin), or an appropraite knowledge/electronics/etc. test for more sophisticated links. An unlinked car will fall short of the train at a rate of 10' per turn. </p><p></p><p>Um. Yee-haw.</p></blockquote><p></p>
[QUOTE="Warehouse23, post: 2427141, member: 27941"] Leap-frogging with GlassJaw: Obstacle: Train top Chase Type: Transitional (foot-train, horse-train, car-train, aerial-train) Description: The prey has leapt aboard a speeding train/monorail/lightning-rail and is racing towards the engine! Rules: Either a jump or climb check to get aboard (depending on how the predator is boarding the train, and the availability of hand-holds, ladders, etc.) Hazards: (By car) * Sloped roof (Passenger cars, tanker cars): Any time a damaging attack affects a PC or NPC, they must make a DC5 balance check to remain atop the car (modifiers for wet surfaces, speed, turns, etc.) * Dangerous Cargo (Box cars): Something or someone inside the train is VERY upset. The creature (GM's discretion) makes a blind attack up through the train car roof surface at a random square once per round (think Indiana Jones and the Last Crusade). Creatures can be animals, gun-toting locos, etc. * Coal Dust (Coal/Fuel car): There's a lot of something volitile in this car. Fire, flame, or energy based attacks have the risk of starting a conflagration dealing 6d6 damage to everyone in/on the car whenever one of these attacks misses its intended target (GM sets the chances) * Tunnel! (Any car): The train is entering a tunnel! Duck! Anyone on the train top surface must make a DC15 reflex save or suffer 4d6 bludgeoning damage and appropriate fall damage as they are forced off of the train top. * Coal chute (any car): A swinging object such as a coal chute, mail-bag-dropper, or water hose is hanging over the path of the train. Anyone succeeding in a melee touch attack against the object (AC10) can immediately swing around to a position further back along the train surface. The distance travelled is twice the length of the object's arm (10' and 15' arms are common). A DC15 tumble check, DC10 jump check, or DC20 balance check is required to land safely. * So long, suckers! (any car): Jumping down between cars (DC10 jump or DC10 tumble), a character can attempt to seperate two cars. This requires a DC15 strength check for mechanically linked cars (e.g., linked with a pin), or an appropraite knowledge/electronics/etc. test for more sophisticated links. An unlinked car will fall short of the train at a rate of 10' per turn. Um. Yee-haw. [/QUOTE]
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