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Dr. Si's Curse of the Crimson Throne - Beta Group
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<blockquote data-quote="Dr Simon" data-source="post: 4940452" data-attributes="member: 21938"><p>Edmond gets no reply, and things have gone quiet on the other side of the door. He tries to open in and finds that it pushes against some kind of resistance. With help from Brindom, the two men shove the door open.</p><p></p><p>Meanwhile, Majenko and Dj'hân fly around to the other side of the building, alighting on the window sill at about the same time Edmond and Brindom pile into the room. It is empty, and the window hangs wide open. Dj'hân sees Trinia running across the cluttered rooftops nearby. As she dodges around a woman hanging out her washing, Trinia looks back, an expression of panic on her face.</p><p></p><p>[SBLOCK=OOC]</p><p>I guess you've all seen Casino Royale and/or Bourne Supremacy? This section is an attempt to mimic the almost obligatory parcour chase sequence seen in such films.</p><p></p><p>Here's how the mechanics work. You are currently in Position 1. Trinia is at Position 4. The chase is otherwise conducted quite freely, without a map or other tools. Each round, you have the option to move 1 position forwards, taking a careful route. Each position has a choice of two skill checks. You can take one (either one will do) and move 2 positions, or risk both checks and move 3 positions forwards. Fail one by 5 or less, you move one position. Fail one by more than 5, you fail to make headway. Fail both by more than 5, you fall to the streets.</p><p></p><p>If you make a ranged attack or cast a spell, you can also move 1 position, unless it is a full round action, in which case you stay where you are.</p><p></p><p>Majenko can fly, so he can move 2 cards with Dj'hân, or 3 cards unladen, without needing to make any checks. If you move faster, you get a bonus to your rolls, but otherwise movement rate does not affect how you dodge the obstacles of the Shingles.</p><p></p><p>Remember, the goal is to catch her, not kill her!</p><p></p><p>You act in Initiative order, which is:</p><p></p><p>Brindom</p><p>Edmond</p><p>Trinia</p><p>Dj'hân</p><p>Majenko</p><p></p><p>(I'll roll for Manachan if he enters the chase).</p><p></p><p>Your skill checks for this position are: Jump DC 15 and/or Tumble DC 10</p><p>To save time, you can roll in Invis Castle at the same time you declare. I'll turn the numbers, hopefully, into an interesting narrative.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 4940452, member: 21938"] Edmond gets no reply, and things have gone quiet on the other side of the door. He tries to open in and finds that it pushes against some kind of resistance. With help from Brindom, the two men shove the door open. Meanwhile, Majenko and Dj'hân fly around to the other side of the building, alighting on the window sill at about the same time Edmond and Brindom pile into the room. It is empty, and the window hangs wide open. Dj'hân sees Trinia running across the cluttered rooftops nearby. As she dodges around a woman hanging out her washing, Trinia looks back, an expression of panic on her face. [SBLOCK=OOC] I guess you've all seen Casino Royale and/or Bourne Supremacy? This section is an attempt to mimic the almost obligatory parcour chase sequence seen in such films. Here's how the mechanics work. You are currently in Position 1. Trinia is at Position 4. The chase is otherwise conducted quite freely, without a map or other tools. Each round, you have the option to move 1 position forwards, taking a careful route. Each position has a choice of two skill checks. You can take one (either one will do) and move 2 positions, or risk both checks and move 3 positions forwards. Fail one by 5 or less, you move one position. Fail one by more than 5, you fail to make headway. Fail both by more than 5, you fall to the streets. If you make a ranged attack or cast a spell, you can also move 1 position, unless it is a full round action, in which case you stay where you are. Majenko can fly, so he can move 2 cards with Dj'hân, or 3 cards unladen, without needing to make any checks. If you move faster, you get a bonus to your rolls, but otherwise movement rate does not affect how you dodge the obstacles of the Shingles. Remember, the goal is to catch her, not kill her! You act in Initiative order, which is: Brindom Edmond Trinia Dj'hân Majenko (I'll roll for Manachan if he enters the chase). Your skill checks for this position are: Jump DC 15 and/or Tumble DC 10 To save time, you can roll in Invis Castle at the same time you declare. I'll turn the numbers, hopefully, into an interesting narrative. [/sblock] [/QUOTE]
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